From 35fbbf03062698ae98aaa0c54b46fd9920e8252d Mon Sep 17 00:00:00 2001 From: Foxyz Date: Fri, 2 Oct 2026 03:29:03 +0300 Subject: [PATCH] Research: exhaustive Nimso Project TX study (82 video transcripts) + Boneworks/BIMOS rig reference - research/nimso-project-tx.md: chronological per-video notes 2017-2026, topic synthesis, VR Messs scope, proportions & calibration (Winter/Drillis-Contini/Dempster tables verified), open unknowns - research/sources/nimso-transcripts/: yt-dlp auto-caption transcripts + dated index (re-pullable) - research/vr-physics-rig-hexabody.md: BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 --- AGENTS.md | 3 +- HANDOFF.md | 4 +- research/nimso-project-tx.md | 386 ++++++++++++++++++ .../sources/nimso-transcripts/0R8Q96ukYeo.txt | 3 + .../sources/nimso-transcripts/0nP-4SatYVQ.txt | 3 + 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research/sources/nimso-transcripts/vOBowFNR3HI.txt create mode 100644 research/sources/nimso-transcripts/vaGn4cZsZy8.txt create mode 100644 research/sources/nimso-transcripts/vnJ3bS4MqCw.txt create mode 100644 research/sources/nimso-transcripts/xknNoliE-wM.txt create mode 100644 research/sources/nimso-transcripts/yPsCuuNM3lM.txt create mode 100644 research/sources/nimso-transcripts/ySaSe4D7t8k.txt create mode 100644 research/sources/nimso-transcripts/zG-l4fhRRng.txt create mode 100644 research/vr-physics-rig-hexabody.md diff --git a/AGENTS.md b/AGENTS.md index e3a8afe..9f9a9ac 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -226,7 +226,8 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x PinJoint quirks (anchors captured at creation; joint node position READ every tick; break measures the prop-local anchor vs the palm point) apply to the v5.0–5.2 PIN path only — the weld does not share the pivot behavior. Research reports live in `research/` - (arm IK, IK stability/deep, grabbing, two-handed grab/Box3D internals, addon weld patch, + (**`nimso-project-tx.md` = the Project TX player design VR Messs is recreating — read first for any body + work**, `vr-physics-rig-hexabody.md` = Boneworks/BIMOS reference + Box3D joint mapping, arm IK, IK stability/deep, grabbing, two-handed grab/Box3D internals, addon weld patch, body physics hugs, body physics Godot facts) — READ before re-researching or changing grab/IK/body. Stink-O's box3d-godot (custom components) = documented plan-B. 8. **Body physics Stage 1 — PHYSICAL CHEST, implemented 2026-10-01, FAILED first playtest.** diff --git a/HANDOFF.md b/HANDOFF.md index f52e56e..1d5fda5 100644 --- a/HANDOFF.md +++ b/HANDOFF.md @@ -208,7 +208,9 @@ TERMINOLOGY (owner-corrected — use precisely): < 0.2 m, recovers < 2 cm, never tunnels, rebounds), teleport snap, self-right (< 3° after a pitch impulse). Must print **"BODY: overall PASS"** 3× deterministic. -Research (`research/`): seven full sourced reports — `vr-arm-ik.md`, `vr-arm-ik-deep.md`, +Research (`research/`): **`nimso-project-tx.md`** (exhaustive study of Nimso's Project TX player from 82 of his +video transcripts in `research/sources/nimso-transcripts/` — the design being recreated; read first for body work), +`vr-physics-rig-hexabody.md` (Boneworks/BIMOS rig reference + Box3D native joint mapping), and seven full sourced reports — `vr-arm-ik.md`, `vr-arm-ik-deep.md`, `vr-grabbing.md`, `vr-two-handed-grab.md` (grab v5.0→5.2 history + the verified Box3D pin joint internals + dated CORRECTION section), `godot-box3d-weld.md` (the addon patch: weld mapping, param table, build recipe, risks), `vr-body-physics-hugs.md` (player-body physics + diff --git a/research/nimso-project-tx.md b/research/nimso-project-tx.md new file mode 100644 index 0000000..e3e8b68 --- /dev/null +++ b/research/nimso-project-tx.md @@ -0,0 +1,386 @@ +# Nimso Studios — Project TX / Hybrid Presence Engine: complete transcript study + +Purpose: the owner wants Nimso's VR physics player recreated as faithfully as possible (and possibly +packaged later). This is the exhaustive record of what Nimso himself says across his videos — +chronological per-video notes, then a topic synthesis and a recreation spec. Companion: +`vr-physics-rig-hexabody.md` (Boneworks-family/BIMOS reference + Box3D joint mapping). + +**Sources**: `research/sources/nimso-transcripts/` — YouTube auto-captions for 82 videos of +`youtube.com/@NimsoStudios` (physics/TX/Hybrid/Walk-O-Motion era), pulled with +`yt-dlp --skip-download --write-auto-subs --sub-langs "en.*"`, de-duplicated to plain text. +`_index_by_date.txt` = upload date, id, duration, title. Auto-captions are noisy ("IKEA" = IK, "Sony" = +Nimso, "rag doll" = ragdoll); quotes below are lightly de-garbled. Re-pull/extend with the same command. +Status (2026-09-08 video): Project TX entered full-time production; focus moved from physics systems to +gameplay → the body/physics design shown up to 2024–2025 is effectively his current design. + +Legend: [S] he said/showed it (video id), [I] inference. + +## 1. Chronological notes + +### 2018 — Walk-O-Motion → first active-ragdoll VR player +- **7I3Jb7bqW1A (2018-07-20, Stabilised VR Physics)** [S] hands physically connected to the player body → + climbing, ladders, ropes, zip-lines "all physically connected to the player"; conveyors/moving ground move + the player. **Grab looseness control**: the grip can be loose (object swings) or solid, needed so pulling on + a physics ladder doesn't launch it. +- **hzShV7qqbAE (2018-07-31, SLAYR upper-body IK)** [S] upper body derived from head + 2 controllers only: + shoulder rises when the arm lifts, chest rotates with reaches/punches ("puts his shoulders into it"), elbow + points derived "not perfect". Hybrid locomotion = stick sets walk speed blended with head-bob walk. Grab + strength capped: one hand only lifts/throws so high, "you literally have to have two hands to go higher". +- **Ov1CUo4Y4YM (2018-08-04, lower-body animation + jump)** [S] arm strength limits make climbing need two + hands; weapons share the same physics limits. +- **SwQFkzBIczY (2018-09-01, "Accurately tracked pure active ragdoll in VR")** [S] "everything is 100% rag + doll — not the old system where you've got floating hands connected to the body"; force limitations; pushing + a wall pushes "with my arm, not just my hand"; hips force-limited so they don't track perfectly; the enemy is + the same kind of ragdoll driven by ANIMATED TRACKING ("he's basically another VR guy") → "would work + perfectly in multiplayer". +- **nfUb7HWbj9U (2018-09-07)** [S] rebuilt from scratch; whole body is ragdoll (can grab own leg and hop). +- **8kkeh1RQfUo (2018-10-26, Tiny Knights ragdoll, non-VR)** [S] active ragdoll where the JOINTS rotate to match + an animator — "no position forces"; all joints limited. Balance: "very simply a joint holding him up" to "an + invisible object"; "nothing holding him off the ground — that's done by just applying a force whenever he's + grounded". Loses balance control in the air (flails), stands back up. [I] = upright-joint-to-kinematic-anchor + + grounded support force: the ancestor of TX's ground control. + +### 2019 — HYBRID locomotion → Hybrid Presence (full ragdoll body) +- **9DzzrAoc4so (2019-01-23, HYBRID locomotion)** [S] stick alone = very slow walk; tiny standing SWAY adds walk + speed; jogging in place = running with quick "bursts"; jump moved to a plain BUTTON. Physics hands rewritten + with a full FOREARM on a joint (forearm stops at walls) — but hands NOT connected to the body in this build + "for reliability" (pushing a wall doesn't move you). Grab points on guns. +- **Kh678PsP-5Y (2019-03-17)** [S] sneak peek of the full-ragdoll body: objects lean on your SHOULDER (heavy + hammer carried on the shoulder, easier to lift), slide-along cylinder grab (grab the heavy end, slide to + lengthen the lever), hands deliberately "realistically weak" (can't fling yourself around like climbing + games), grapple rope attaches to the physical hand. +- **Fg7fPRWe8Bw (2019-04-06, seated vehicle)** [S] physical fingers on a wheel; vehicle wheels = smooth + non-rotating bodies on spring joints with internal "rolling" variables (Unity WheelCollider rejected). Not + body-related. +- **rk7GC1It7w0 (2019-06-09, "Hybrid Presence — it's not Boneworks")** [S] entire body a physics ragdoll incl. + stepping legs; the HEAD body blocks you at walls ("my head stops me from moving through" while the camera + soft-clips), so crouch/prone lets you pass under obstacles and clamber over — "no mechanics, the physics + engine does all the work". "think of this as a VR Human Fall Flat". Hand rotation drift → "damping requires + … quaternion math". **Forearm colliding with the grabbed object caused rotational weirdness** (to be fixed — + same issue VR Messs hit). Heavy objects balanced on the shoulder. Coined "presence system" → "Hybrid Presence". +- **DMn0P3K85jE (2019-07-01, rMod non-VR sample)** [S] the same body as an AI ragdoll for the non-VR player; + feet moved "by mathematics"; **"the feet themselves don't actually hold the player up"** (support is not + through the legs); jumping kicks the ground body backwards (real reaction); slight head bob emerges from feet + hitting the ground. +- **Y8R3VKpiumY (2019-07-23, Spideriini)** [S] CALIBRATION: "stand straight, press menu → head height; touch the + ground → floor"; arm length "will be added later". Arms-only Hybrid Presence: hands AND elbows collide; arm + wraps around ledges/corners; pushing hands against a wall while falling slows you (pure physics). Rope joints + attach to the hand → arm → body. Speed curve: stick = slow, sway-walk = human walk, run = much faster via + "a simple mathematical power function". Air control via stick. +- **Ah9sDKwfpZw (2019-08-02, cross-platform)** [S] calibration = menu button standing straight + touch the + ground; hands-only build with a "body changing mechanism" to clamber further past a ledge edge; feet now KICK + floor objects instead of auto-stepping onto them; uses SteamVR action bindings. + +### 2019-08 → 2019-12 — Project TX begins +- **dEl1M2UK2Is (2019-08-18, "Project TX — Next Gen VR Presence")** [S] full ragdoll body; feet push objects. + New per-object GRAB POSE system; pressure-based SLIDING along grabs; weapons LEAN ON THE BODY (shoulder brace + cuts recoil; two-handed holds can't also brace); heavy weights pull the whole body ("the whole ragdoll is + doing the pulling and pushing"); door handles must be turned; crawl under low ceilings; "no IK, no animations". +- **9IDhcrzJtY4 (2019-08-23, IK-Less Control)** [S] see §6 of `vr-physics-rig-hexabody.md`: physics joint + chain with limits instead of IK; elbow steered from hand twist; elbow blocked by a wall while the hand still + reaches its target. +- **L9E8NIdVf7Y (2019-09-01, Trespasser)** — inspiration only (1998 physics hand), no tech. +- **PSOV2vX5MrM (2019-11-27, "Do we need arms?")** [S] with physics hands, FOREARMS change gameplay: the wrist/ + forearm blocks reaching behind objects; elbows used to clamber; "PRESSURE GRAB" = hold a box between arms / + against the body without gripping. Floating hands are fine visually only when they don't affect physics. +- **IunRs2U1n1A (2019-12-08, Strength manipulation / "Crysis mode")** [S] normal human strength: one hand can't + lift the body when climbing, two hands add acceleration; ONE strength value scales everything — "all I needed + to do was change a single value and the whole game has changed" (lifting, throwing, climbing, recoil control, + even aiming in slow-mo because acceleration is higher). +- **LhbmofaHkIk (2019-12-15, rewrite "Super Stable Ragdoll Body")** [S] see hexabody doc §6: hands "super nice + and soft"; climbing balanced, no bounce; camera itself is a physics collider; stands on objects stably; + "it should never feel like a rag doll". +- **rY0O4IqmB8g (2019-12-22, Wing-Chun — need for physics arms)** [S] arms at this stage "wobbly and chickeny"; + the core argument: with physics hands but no arm structure "your hand is on the other side of the object while + your body is on this side" — a full arm prevents it (= the VR Messs anvil-clip complaint). Forearm/arm contact + essential for melee, grappling, balance of held things. + +### 2020 — control, ground control, AI ragdolls, hands +- **lA2_RZ5bPII (2020-04-21, "Control Improved") — THE ground-control explanation** [S] Three invisible + upgrades: (1) CONTROLS: all movement on the sticks so both hand buttons stay free for held objects — left stick + move; right stick X = turn, right stick HELD DOWN = proportional "fake crouch" (lets you reach below the real + floor), right stick UP = jump. (2) LOCOMOTION: "less analog feel" — solid, no slow-downs, smooth jog. (3) GROUND + CONTROL: "normally … you use a capsule collider; the problem … is that it hits on short steps … you're running + a function to actually keep your body off the ground [and] you get this looseness to the ground hold where + while you're swinging your hands up and down you can see the body push up and down" — his version does NOT bob + even holding something heavy; an obstacle at the feet doesn't lift the body "until I push on it with enough + pressure, at which point I actually clamber over". Full-body ragdoll collision "from the head down to the + ground" yet you can clamber into tiny gaps/cups, even from mid-air. Run doesn't auto-launch after a crouch- + clamber. Push yourself along walls while standing on a physics object (Human-Fall-Flat style). Leg control and + leg collision DISABLED in this build while ground control was reworked. +- **TpEzyoWMFZs (2020-05-18, AI ragdolls)** [S] NPC = literally the same ragdoll as the player, driven by an AI + controller instead of the player controller; balances; "if he accelerates too quickly he falls down"; slow + pushes he resists, fast pushes trip him; weak legs = can't get up under heavy objects. +- **hxU8O5GCnF8 (2020-06-07, Ragdolls & grab upgrades)** [S] NPC hand joints fixed by correct joint SETUP, "not + an increased setting … no performance difference"; grab add-on architecture (trigger add-on runs only while + held). Design value: physical limitation = fun — "it only feels cool when you can feel that pull back"; flying + is boring, rope-swinging with limited strength is fun. +- **UZVgfOtjD1E (2020-06-14, Physics upgrades & hand poses)** [S] **the hand is "a full physics hand with a + physics joint and no additional motion … applied to it externally — completely based off a limited physics + joint"**; tracks position and especially ROTATION very fast; with weight hanging off one side, twisting no + longer makes the hand bob up and down — "it's simply relaxing and relying on the actual rotation" (strong + angular drive vs weaker linear). Calibration moved into the menu. Custom hand-pose editor (pose library, + mirror left↔right, poses attached to grab points with handle radius). +- **rqLEL3kE4hc / TOmVCvpq5QM (2020-07, "How It Works 2 — Half-Life: Alyx hands & physics design")** — + analysis of Valve's design, not his, but states his own principle by contrast [S]: Alyx keeps THREE hands + (raw tracking, an invisible physics hand never jointed to anything, and a visual hand animated/placed by + traces from the head + soft "magic" zones; weight limits are pure design flags, not physics). **"In my own work + … my visual hands are directly connected to the physics hands — whenever you see the visual hand doing + something, the physics are doing that."** I.e. TX never fakes visuals: what you see IS the simulation. + (Ebp600yzSHA, 2020-10, is his Unity recreation of the Alyx hand trick — not part of TX's body.) + +### 2021 — the full rewrite, climbing, feet, strength presets +- **9f7Bq_R_wHs (2021-03-01, "New Physics, New Control, New EVERYTHING")** — everything rewritten; see + hexabody doc §6 (True-Body input layer with trig elbows + shoulder logic + chest + hip; ragdoll rebuilt; + ground control rebuilt; avatar-to-ragdoll link rebuilt). Extra details [S]: hands hang naturally at the sides, + reach limits match real reach "almost perfect"; elbow strength now high — "it's no longer just a floating hand + with an elbow stuck onto it, this elbow has actual impact on the game world"; leaning on a wall with the arm + holds until the arm extends ("the elbow is no longer pushing … because of the wrist strength"); a weight too + heavy one-handed far out can be lifted close, held over the shoulder, held overhead one-handed only while the + elbow is under it; ground control: slopes beyond an angle can't be run up "no pre-made slopes … just working + based on that angle"; small obstacles stepped over; legs are ragdoll legs but "just don't have collision at the + moment" (clever ground work instead). Hand-directed movement with head fallback ("hybrid directionality"). + Systems decoupled from the character model via a PROFILE system (moddable characters). Inverse wristwatch menu + placed using the derived elbow/forearm frame. +- **b91SafKV7Vc (2021-11-28, It's time to CLIMB)** [S] two strength SETTING SETS (normal / high); high used to + make the climbing course possible; "now if you miss … your arm will collide so you'll get saved by the fact that + it's a ragdoll"; zero air control in that build (weight balance only); frictionless slide surfaces. +- **DxOV9wNglzk (2021-12-05, Foot upgrades)** [S] feet track the ground properly, also animate with the hands + while climbing; legs "have always been ragdoll but now I've changed the looseness of them so that they bounce + around quite a lot while still having a lot of control"; ground detection still glitchy when objects pass under + the body. +- **4yQdbjT1Auk (2021-12-19, Customisations)** [S] strength and SPEED modifiers switchable at runtime (watch); + normal strength: "much more difficult to climb … impossible for me to fling myself … I have to use two hands"; + a heavy barrel liftable only by crouching and resting it on the shoulder; skins swap mesh pieces (cosmetic + "chubbiness" doesn't affect physics); the body could NOT yet tilt on rotating/looping ground → Sonic "spin ball" + workaround (fixed later by Full Tilt). Over-strong arms + stiff vehicle-handle springs made vehicles twitchy — + natural strength fixed it. +- **xknNoliE-wM (2022-01-02, Back to First Person)** [S] high strength makes the elbows "pop out a little"; normal + strength ("still a little stronger than me in real life"): climbing needs both hands and controlled + acceleration — "you sort of pull down … and launch yourself" (body moves from arm acceleration); running = jog + in place. + +### 2022 — rebuilt "super stable" body, calibration, crawling, scaling prototype +- **ZCTAEobBEds (2022-05-02, New Menu & Advanced Body Control)** — a rebuild for stability [S]: + - CALIBRATION SETTINGS: floor offset (corrects a mis-set VR floor), height (calibrate button measures standing + height incl. floor offset), **ARM LENGTH = "the length between the wrist point and the end of the shoulder — + literally where the arm itself begins — these two bones"** (upper arm + forearm, NOT clavicle). His natural + value ≈ 0.51 m ("five one"); "works pretty fine until about 0.6"; set so full stretch in game = full stretch + in reality. Changing it rebuilds the arm colliders; too long → can never reach full stretch / clips ceilings. + - Legs: on turning in place the legs don't snap round — "as you walk, that's when they catch up". + - Crouch: body leans forward a lot; lower = CRAWL ("it feels legit because it is legit"). When the body rests + on the floor, "there's no ground detected" → stick locomotion stops; crawl by pulling with the hands. + - "no fake capsule … me moving around is literally the actual collisions of my body"; walking into an object + = your body (and arm) hitting it; crouching under something pushes you forward. + - **Hip collider: a capsule, ~27 cm diameter** (fits 30/40/50 cm gaps when crawling; 40 cm = minimum gap he'll + design levels with). Real-world head sideways tilt needed to fit a 30 cm gap. + - **Derived-body trick for ledges**: as you lower your body the HIP KICKS OUT further back → you can lean far + out over an edge; lift up and you drop. (Standing at an edge otherwise makes the derived body try to step + over.) + - Standing up in reality while under an obstacle: the body is held down "just because of the strength of the + actual joint" → small view offset (to be fixed). Tall avatars walk over 1–2 m boxes; speed not scaled by size. + - Stability milestone: "doesn't break when you teleport … doesn't shatter into pieces and crush the engine". +- **ecgiV9hFbdQ (2022-07-24, Legs Day)** [S] hybrid locomotion = stick + jogging in place (natural jog, not gym + knees); right-stick UP jump gives little height alone — he always CROUCHES then pushes up with his real body + ("I have been manually controlling the jump mechanic in every single Project TX video"), Boneworks-like; + crouching slows locomotion so jumps need a burst. A "real jump" (must physically jump) mode existed but was + dropped as dangerous. "one hand pulling down … will lift you within the muscle strength … you have to use both + hands to get full height". Fake crouch (stick) only goes so far — a real crawl needs real lowering. +- **NNHXKJLjzDo (2022-09-27, 3-day prototype: Ragdoll Avatar Matching, Bonelab-inspired)** [S] scales the + ragdoll pieces' COLLIDERS individually ("not using local scale") from a per-character profile: waist, + shoulders, stomach, hands, arm length, head, neck; view height scales; **arm reach scales "the distance from + your body to your hand"** so a long-armed character is at full stretch when you are; strength scaled by size; + mass scales → "the grounding has to be stronger as well, so the leg strength is stronger"; big characters feel + floaty (gravity is slow at scale). Physics gets wobbly at giant scales. +- **POQ_Wm_ZK2o (2022-08-22, Breakables & Advanced Loose Grabbing)** [S] "reactables" (impulse/explosive/ + bullet-driven breakage, material-dependent). LOOSE GRAB: the held object's rotational joint loosens with grip + tightness — thumb/finger pressure controls how loosely it hangs, and it tilts under gravity (cylinder/linear + grab only so far); secondary hand still rough. Ground detection uses the objects underneath the body — falls + through when a detected object under you is deleted. + +### 2023 — engine modularised, RoomWalker, fluid hands +- **PN8h4rGf1IM (2023-11-21, RoomWalker)** [S] locomotion variant: stick sets a direction; you physically walk; + backward room motion is remapped forward. Lists his modes: Hybrid (walk/jog in place + stick/controller + direction), Exploration (playspace-position steering), plain joystick, RoomWalker. (Out of VR Messs scope.) +- **lHgpibsjgek (2023-12-07, Fluid Hand Adaptation + Hand Tracking)** [S] now "HYBRID PRESENCE ENGINE": + modular — "everything from tracking to the body physics to the body posing to the elbow IK — not really IK, + inverse kinematic at a logical level". Bonelab-style arm retargeting (full extension maps to the avatar's full + extension). FLUID HAND POSE: only 4 stored poses (open, grip, trigger, grip+trigger) blended + capacitive touch + data; adapts to ANY finger/thumb/segment count; wrist extension stretches the fingers; random "micro stutter" + twitches so held poses are never static; OpenXR hand tracking converted into the same pose space; finger + colliders are physical (hooked hands can climb). Quest-compatible build. + +### 2024 — "Next Gen": no-jank interactions, adaptive legs, full tilt (the current design) +- **VftAqOUhQsk (2024-02-02, NEXT GEN — No Jank)** [S] goal: GRAB, HOLD and RELEASE with zero jank. + - GRAB: "soft" — the object is eased into the hand pose, never a jump/stretch toward it, never a snap, even when + grabbed in a wrong orientation (cylinders/one-way grips smooth into a valid orientation); finger pose (then) + only from object SIZE, not shape. + - HOLD — the key mechanical statement: "in a regular VR physics system … the hand is floating … at the + controller … if you're holding a heavy object … your hand gets thrown downwards vertically. That's not + realistic … in reality you've got a muscle holding the wrist … the first thing that would happen is that would + rotate, but if that muscle holds then the next muscle here would also rotate … it would rotate from the muscle + downwards … it wouldn't go vertically, it would go ROUND because the arm [is round] … shoulder, chest, spine, + hip, all of it … is involved." → a sledgehammer swung around doesn't wobble, bounce or "slap" back into + place. Strength is ASYMMETRIC by direction ("a bit more strength this direction … because it's holding at the + limits of the arm"). One hand lifts the body only to a certain arm angle; extended, it collapses. + - TWO-HANDED: "I'm not doing any corrections at all other than the tilt of the hand" — the object levers + naturally (katana pose, golf pose); both hands can SLIDE along a shaft simultaneously, cross, or hold the same + spot without jumps/flips. + - RELEASE: throws go where you threw — no fling ("throw the hammer up … it just goes straight up"). + - All grab systems built only against simulated hand-tracking data → real hand tracking "just works". + - ACCESSIBILITY CROUCH: double-flick stick down = crouch LOCK; pull further = lower to crawl; double-flick and + hold = straight to prone; push up = unlock. Lets seated players crawl/dive. Hand size follows the avatar. + - Legs "a very basic procedural leg system … all physics parts of the body". +- **tMDmwD1cQPg (2024-04-04, IN-DEPTH VR PHYSICS INTERACTIONS pt 1)** [S] + - **BODY MASS 60 kg** ("my character is 60 kg"). Answer to "your character is too strong": strength is not + inflated to allow climbing — STRUCTURE makes climbing possible (arm angle). A 12 kg sledgehammer can't be held + outstretched one-handed; "if you just let your structure correct it you can then lift it"; swing works. + "the actual values — the structure of your arm — need to be as accurate as I can get". Wrist/forearm "muscle + here does most of the work" (fast) vs lifting via the shoulder "has to lift the whole arm" (slow). Slight motion + of the object WITHIN the hand (grip compliance) on top of the arm chain. Use the shoulder as a lever; slide the + hand down a handle for power swings. Light objects still throw your hand off on sudden stops; enemies can push + your weapon/arm out of the way (accurate weakness matters for combat). + - PHYSICAL PROPERTIES extend physics materials (not objects): impact sound by SURFACE CATEGORY (soft/hard/metal/ + rock…) of the two materials; sparks metal-on-metal; STABBING decided by material DENSITY + insertion friction + + tool sharpness + applied force (a strong character stabs concrete); MAGNETISM flag (magnetic grabber). + - Visual model is positioned exactly at the physics parts (tiny offsets visible when rotating the head). + - "Force-based pull" (distance grab): hovers objects in front of you with a FORCE LIMIT — heavy things only drag. + - **ATTACHMENT SYSTEM**: objects holstered on the back/hip/leg are PHYSICALLY attached (no collision) and add + their mass to the body — 60 kg → 72 kg with a 12 kg hammer, 84 kg with two; affects landing and climbing + ("weight balanced to be able to climb at 60 kg"). Retrieval needs a button held (no accidental pocket grabs). + - **LEG COLLISION is a TOGGLE**: "the legs are now fully collidable if I should choose to"; it interferes + (legs cross and lock up, impede climbing and crawling through gaps) → normally OFF; leg holster points live on + the leg colliders. + - DYNAMIC GRAB RADIUS: a curve along the object (bat widens, bottle neck bump) instead of fixed-radius grabs. + Always allows two-handed grabs on anything ("no need for me to say you can't hold that with two hands"). +- **BTlY8SWLtgo (2024-04-20, IN-DEPTH pt 2 — guns)** [S] mostly weapon mechanics: magazines are PHYSICAL SLIDES + (not snaps) and the grab pose rotates the hand to push them in with the fingers; slide racking is a physical + grab; one-handed reload against a table works; recoil computed from bullet mass × acceleration over the barrel + length (not a set value), so "because of structure the hand gets thrown back" naturally; pocket buttons pick + gun vs magazine vs grenade; magazine/bullet property types (rubber, plasma, balloon…). New buoyancy that floats + even very light objects without bounce. Attachment points also work on objects (containers): mass is added AT + the attachment position. Body: "my player currently is about 70 kg" (cf. 60 kg in pt 1 — the value is tuned). +- **D4SfYp2e1oI (2024-07-29, 3-DOF FULL TILT)** — see hexabody doc §6: "the entire player system is a full + ragdoll — no collision exists outside of the ragdoll"; whole character can rotate/tilt to the ground ("full + tilt" setting, designed in from the start: legs and every system must expect a rotating character); corrects + upright in mid-air; NPC uses the exact same player ragdoll/strength setup; avatars (gorilla, Sonic, Mario) swap + the physical body. +- **i7F4V9K6SlU (2024-02-24, Adaptive Leg System)** and **WGgPrne7Ctk (2024-01-12, Advanced Body Adaptation)** — + see hexabody doc §6 (procedural flight-phase gait; tracking as a guide; 1100 N stand / 5000 N jump ground + force; per-avatar pose profiles, strength, speed). + +### 2025 — NPCs on the same muscle ragdoll (states the core ragdoll principle) +- **0R8Q96ukYeo (2025-04-24, "Possibly the most advanced physics NPCs")** [S] **REJECTS the "animated ragdoll / + partial ragdoll" approach: "all of your bones kind of pinned in place in the world space … when you push an arm + … the hand stays in pivot position … all of the bones individually are trying to get to their positions, which + is very, very awkward. That's not the case with my ragdolls … driven by muscle systems, which means each and + every bone here is actually driving itself."** Locomotion: the NPC follows a target and "drives himself … the + feet aren't directly driving his motion, but they are holding him up" (pushable, stumbles, tips over). BALANCE + is "more than a simple upright check — it's checking the matching value of how close he is to what he wants … + his overall tilt"; balance keeps running DURING get-up animations (can be held down mid-get-up). Physical state + machine (balanced / stumble / fallen) under an action state machine under a goal state machine; memory-based + perception (memory time), "breathing space". Stairs: lifts feet higher and lowers the body; reacts to its own + velocity when dropped. +- **_ByrqrCSh2w (2025-05-19, NPCs get even better)** [S] NPCs RUN as fast as the player while staying full physics; + a mode that reads step height and slows on stairs (decisions affect physics, no magic stability boost); roles/ + teams; FATIGUE/"stumble bar" — hits (scaled by object mass, material, body zone) weaken the muscles ("his bones + have kind of weakened … limped out"), recharges; dodges/leans away from incoming swings via the posing system. + +### Remaining videos (keyword-scanned for body content; locomotion/vehicle/weapon/fluid-focused) +- **TdFni0DjqN0 (2020-01-12, SLAYR older physics)** [S] an upper-body-only ragdoll build; "his ground SPRINGS + [are] too strong" (ground control is spring-based); the earlier IK-arm Hybrid build had "my elbow rotate + randomly and wrong" → the reason he moved to "full arms right from the structure of the shoulder down the upper + arm, down through the forearm"; head physically collidable (step aside / crouch under). +- **LMKmyLXGVv0 (2021-03-22, Guns & Holsters)** [S] holster points on body parts (pockets, shoulders, head); + recoil depends on arm STRUCTURE: arm outstretched or gun turned sideways → much more recoil ("lack of strength + behind you"). +- **0nP-4SatYVQ (2020-06-21, Seats)** [S] sitting = the player body JOINTED to the seat with a true physics joint + (no body collision while seated); "full physics on the ground detection". +- **WYMygKXI0vA (2021-05-17, Hybrid Garden)** [S] movement direction = blend of HEAD direction and a HIP + direction "calculated based on the two controllers"; calibration "recenter"; accessibility: move with the stick + without leg effort. **_jPfasWzUpU (2019-07)**: accessibility calibration places the crouch "ground" where your + hand touches (e.g. knee height). +- **RTUJ2JzZnT0 (2019-07)** [S] calibration: stand straight → menu; touch the ground → menu (floor). +- **2vuQ0HFxEO8 (2017-11)** [S] earliest hands: a physical limit — "you can't actually move further than your + shoulder arm length"; objects physically jointed to the player. +- **7JDJe_PjeXk (2020-05)** [S] "legs are quite strong right now so … grab things from the bottom" to lift heavy + objects; heavy barrels (~20 kg) carried on the shoulder. +- **iFniqwjspug (2022-05)** [S] energy grab follows the CHEST position; grab layering didn't yet work with ground + control on NPCs. +- **rkWjbebZiKY (2025-07, Swords)** [S] physical-property extensions; "we've reached the limit of what is possible + with this character's strength"; simulated liquid in containers shifts mass/COM. +- Walk-O-Motion era (2017–18: S9uPWiKTbWo, vaGn4cZsZy8, zG-l4fhRRng, cets0eIn1HA, cSzUUit11QA, hnktOL1Idw0, + ySaSe4D7t8k, YaHLBF3JZ9Q), HYBRID demos (dhTpDjtN930, RVYF2dChsgQ, GfwdUns1nLM, vnJ3bS4MqCw), vehicles/boats + (cIug4Ok-8e0, qit0-s63FmI), Quest (7Gup4b1Sqow), combat (PWAeqfuaTM4), Alyx recreation (Ebp600yzSHA), misc — + scanned: no additional body-architecture content beyond the above. + +## 2. Topic synthesis (what to copy) + +**Architecture (stable since the 2021 rewrite, refined 2022–2024; NPC proof 2025).** +1. TRACKING (head + 2 controllers, or hand tracking) is a GUIDE, never the final pose; only the camera is 1:1. +2. TRUE BODY: derived pose from the guide + the user's measured metrics — chest position/rotation (incl. crouch + lean), shoulder logic (lift with arm raise, put into punches), trig elbows steered by hand twist, hip with + velocity/acceleration lag (sways), hip kicks back as you lower (crawl, lean over edges), hip direction derived + from the controllers. "Not true IK — a bit of extra trigonometry". +3. SCALED BODY: True Body retargeted to the avatar profile (proportions, per-character pose profile). [Back-burner + for VR Messs per owner.] +4. RAGDOLL = the player. Every bone "drives itself" with MUSCLES (joint-local drives toward the pose) — explicitly + NOT world-pinned bones. Joint limits = anatomy (replace IK constraints). Hands pulled to the tracked targets + through the chain (a "limited physics joint", fast rotation, weaker linear). Colliders are anatomical shapes; + hip capsule ~27 cm Ø; camera/head is a collider; legs ragdoll but collision OPTIONAL (default off — legs cross + and snag). Mass ~60–70 kg; attachments add mass. Visual mesh = physics pose (no visual faking). +5. GROUND CONTROL: ground detection under the body + a STIFF support ("ground springs") that holds the pelvis up + with no bob from arm motion, yields only under sustained pressure (clamber); strength ∝ body mass ("leg + strength"); slopes beyond an angle unclimbable; small steps stepped over; when the body rests on the floor + no ground is detected → no stick locomotion (crawl with hands). Feet hold the body up (2025 NPC wording) — + procedural legs place feet; flight-phase gait. +6. STRENGTH: one global strength scalar (normal ≈ human: one hand can't lift the body or a 12 kg sledgehammer held + out; two hands can; close-to-body/shoulder leverage works). Asymmetric by direction near joint limits. + Fatigue = temporary muscle weakening. +7. INTERACTION: soft grab (eased into pose, never snapping), hold without wobble (the muscle chain absorbs load + in arcs), clean release; two-handed holds need no corrections beyond hand tilt; grip compliance (object moves a + little in the hand); loose grip from finger pressure; per-object grab poses + fluid 4-pose hand blend; magazines + and holsters physical. +8. CONTROLS (TX): left stick move; right stick turn + HOLD DOWN proportional crouch + UP jump (jump needs a real + crouch-push to be big); double-flick crouch lock → crawl/prone. Buttons free for objects. + +**VR Messs scope (owner, 2026-10-02):** copy 2, 4, 5, 6, 7 and simple controls (thumbstick move Boneworks-style, +snap/smooth turn, stick crouch); NO hybrid/sway/jog/RoomWalker locomotion, NO jump for now, avatar scaling (3) on +the back-burner, NPCs later (same ragdoll — keep the player rig controller-agnostic so an AI driver can replace +tracking, as Nimso does). + +## 3. Proportions & calibration (answers the owner's arm-length / shoulder questions) + +Nimso's practice [S]: calibrate HEIGHT (stand straight → button), FLOOR (touch ground → button), and ARM LENGTH += glenohumeral (shoulder joint) → wrist, i.e. upper arm + forearm, NOT including the clavicle; set so that full +real stretch = full in-game stretch (his ≈ 0.51 m; system fine up to ~0.6 m). The shoulder is NOT fixed: "as you +lift your arm the shoulder moves up and down, it lifts … you have to figure out all the mechanical structures … +in order for the limit of your arm to be accurate" (i7F4V9K6SlU). Hip capsule ~27 cm Ø. + +Default anthropometry when only height H is known — **Winter, Biomechanics and Motor Control of Human Movement +(4th ed.), Fig 4.1 (Drillis & Contini 1966) and Table 4.1 (Dempster), verified from the figure/table scan**: +- Heights: eye 0.936H, chin 0.870H, shoulder (acromion) 0.818H, elbow 0.630H, wrist 0.485H, fingertip 0.377H, + greater trochanter (hip joint) 0.530H, knee 0.285H, ankle 0.039H; head 0.130H. +- Widths: shoulder (biacromial) 0.259H (neck→shoulder 0.129H), chest 0.174H, hip 0.191H, foot length 0.152H, + foot breadth 0.055H. +- Lengths: upper arm 0.186H, forearm 0.146H, hand 0.108H (arm GH→wrist = 0.332H). Contini 1972 gives 0.189/0.145/ + 0.128 — definitions differ slightly. +- Mass fractions of body mass M: hand 0.006, forearm 0.016, upper arm 0.028, foot 0.0145, leg (shank) 0.0465, + thigh 0.100, head+neck 0.081, thorax 0.216, abdomen 0.139, pelvis 0.142, trunk 0.497. COM from proximal end: + hand 0.506, forearm 0.430, upper arm 0.436, thigh 0.433, leg 0.433, foot 0.50. +- Worked example H = 1.75 m (eye ≈ 1.64 m): shoulder joints 0.227 m each side of centre, shoulder height 1.43 m, + upper arm 0.326 m, forearm 0.256 m, hand 0.189 m (grip centre ≈ wrist + 0.06 m), hip joints ±0.167 m at 0.93 m, + thigh 0.43 m, shank 0.43 m. With M = 65 kg: upper arm 1.8 kg, forearm 1.0 kg, hand 0.39 kg, thigh 6.5 kg, + shank 3.0 kg, foot 0.94 kg, head+neck 5.3 kg, thorax 14.0 kg, abdomen 9.0 kg, pelvis 9.2 kg. +- Recommendation [I]: derive everything from the calibrated eye height (H = eye / 0.936) by default; let a + T-pose/max-reach calibration override arm length (armLen = (wingspan − 2·0.129H)/2 − grip offset); model the + clavicle as its own driven segment (sternoclavicular → glenohumeral, 0.129H) with elevation/protraction limits + so reach "beyond" the arm comes from shoulder lift/protraction + chest lean, exactly Nimso's "the shoulder moves + up as you lift your arm". Seated play: calibrate standing once and keep the profile (seated head height must not + shrink the body — the VR Messs playtest bug). + +## 4. Still unknown (must be designed/tuned by us) +Exact ground-control force law and gains; muscle drive gains/torque budgets per joint; the elbow "simple +calculation" from hand twist (we have our own clamped/flip-proof version); gait math; how room-scale walking into a +wall is reconciled with a ragdoll player (he only states "camera is always 1:1"; VR Messs uses the owner's +Bonelab-style push-back requirement). diff --git a/research/sources/nimso-transcripts/0R8Q96ukYeo.txt b/research/sources/nimso-transcripts/0R8Q96ukYeo.txt new file mode 100644 index 0000000..0122521 --- /dev/null +++ b/research/sources/nimso-transcripts/0R8Q96ukYeo.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Possibly the MOST ADVANCED PHYSICS NPCs in VR! (0R8Q96ukYeo, 1933s) + +[Music] It's me, Ninso. Welcome back to another video. Today we are back in Project TX finally. Um, actually I'm not actually in VR today. Uh, which is an unusual one for a VR game video, but there we go. This is how it is. Um, people have been waiting for this one for quite a while, but it's not entirely like the Hold on. Let me just reset my head a little bit. There we go. It's not in the entire video. This is kind of a part one kind of thing. Uh, it's not going to be super long because this is there's so much of the behindthescenes stuff and under the hood stuff that I needed to get done. uh that uh I just wanted it to to be done first before I start building on top of it. And I have started building on top of it, but this video will showcase a little bit more of the the grunt work under the hood. And uh yeah, so let's get into NVCs. What we're looking at in the in the actual scene is not going to be very complicated. It's just going to look very simple and uh not stuff that you're you're used to here. But let's have a look at it very quickly. Uh just quickly running the game. And there we go. Right. Okie dokie. There we go. And uh what we're looking at here is just an NPC following this bowl. Right. So this is this this is just a target bowl. This NPC here is an actual full ragd doll. Now, let's talk a little bit very quickly about how uh how ragdolls are built in in VR physics, right? Um when it comes to VR physics, you'll you'll have seen in plenty plenty of games that characters have and I've mentioned this so many times before, characters have a bit of a flimsiness to them, right? Either they are very very ragd doll accurate and they're able to kind of stand on their own and they waddle about and they kind of very very mildly walk and trip over basically everything including ramps and stairs and everything. Or the alternative being really really cheaply designed rag dolls that are effectively not true uh rag dolls in terms of their joints and everything. They kind of look like ragdolls for the most part. And this is this is very very common, especially in VR. And in reality, they're just using what is normally called an animated ragd doll or something that I think we were calling partial ragd doll in in my previous job. Um, which is where you have if all of your bones kind of pinned in place in the world space. And when you push an arm, for example, it kind of flexes weirdly where the hand stays in pivot position and the arm kind of moves out of way. Everything looks like all of the bones individually are trying to get to their positions, which is very, very awkward. That's not the case with my ragdolls, right? What I'm trying to do here is the the more accurate full physics ragdolls. These are driven by muscle systems which means each and every bone here is actually driving itself. It's uh it's moving itself. This here ball I can move via this uh internal internal ball which I can move and uh this character will literally follow the the ball. Right now, when he walks around, he's actually driving himself using not just the not the feet aren't directly driving his motion, but they are holding him up, right? Which means I can push him around. This is an actual he does walk away from things as well. This is an actual physics character, right? He can be pushed about and you can see here he's actually waddling about and he actually does kind of stumble and everything, right? And this is this is really nice. It's very standard stuff. You've seen this plenty of times before. But of course, he's also able to tip over and get knocked over. Right now, this is very again very standard stuff that you've been seeing on my in my Ragdoll systems, but under the hood, there's actually a lot more going on. Now, when we look at this character here, I'm going to close up everything except for this here. Now, actually, yeah, this will show you a few more things, but you'll notice here there are three points. Uh, three, let me just make sure I'm not covering them up. There we go. There we go. Beautiful. There are actually three sets of IDs under this debug text here. Now, when I move my character, when I force him to move, here we go. Just make him walk. You'll notice that the action state has changed to walk to, and then it's now changed back to idle. Right. What's actually Oh. Oh, I've I've just told him to tip over. Whoops. Sorry, dude. Sorry, dude. I I I was supposed to disable that. I just made him fall over. Right. Okay. Um, so under the hood, what's actually going on, if you think about the physics based uh physics based ragd doll, it ignore the ragd doll. In a normal NPC system, what you want to do is you want to have your character Yeah, I probably should have taken out the console. You want to have your character um basically perform an action and then make a decision as to what the next action you perform. Ordinarily with something that's a much more simple concept, for example, a very a straightforward uh behavior, um if you had an a combat game, right? Your character would spawn, its objective would be to move towards the player, attack the player, right? So a very simple action chain would happen. The character would walk towards the player or walk following the nav mesh. And then when that action completes, it would switch to the combat stance. And when that action completes, it would decide randomly to choose to attack, defend, or there might be some other parameters for defend. And maybe there's just a maneuver. These are very, very simple maneuvers and simple actions. And the action chain itself can kind of decide what to do. But in reality, what if you had a situation where you wanted to use the walk to action, but instead of um instead of switching to a combat stance, you want the character to just stand around. So, for example, if I press one of these buttons, which of course I'm going to have to do physically because they're made for the character to push down. I'll push that button there, and that actually switches him into a different behavior, which is walk around. Right? So now he's in the wonder state. I'm going to hide this pole here. And now he's in his wonder state where he's just wandering around in this in this area. And what he's actually doing under the hood is switching from idle to walk action. But how is it making a decision then? Because the walk to action will then make a decision as to where to go. Right? And what I did is I wanted to separate the decision-m process from the actions themselves. And that's why when you look over here, you see that the character has not only a physical state, which I'll explain in a moment. The action state, which is the actual idle and walk to, and then the goal. The goal is a separate state machine. To explain what a state machine does, it's very very simple thing. Um, a state machine is simply a machine that has it is a finite state machine, right? where you have a finite state uh number of states that uh an object can transi transition to and each state can transition to another state. It's very very easy decision making system. Uh Unity uses it for animations where you can transition from one animation to the next and you have some parameters for the transition as well. Um, so we use a state machine regularly for for handling NPCs in in any regular game, even nonVR, even non-physics, where you just want the character to switch between actions and and there you go, you use a state machine. What I've done is I've duplicated that and I've used a secondary state machine for handling the goal. Right? So now we've got a top level goal machine which effectively decides what the player should be doing and it tells the player when to switch between actions, right? So the goal is doing all of the logic and then switching to the action system, right? And and providing the actions um providing what action the play the character should do. Now, to top on top of that, to top on top of that, that makes perfect sense. To go on top of that as well is the physics handling. When the character gets knocked over, let's uh get this uh ball out here. And you'll see the physical state has switched to fallen. And then he switches to balanced. Now, when he's stumbling, I'll try and make him stumble. You'll notice that it actually said stumble just here for a moment. Right now, it switched to balance. And again, he's able to actually control himself. Those three distinct states run on their own little mini state machine as well. So, what you would normally have on an MPC system is a state machine that handles your actions. Now, I've got three levels of state machine. One that handle handles the physical state of the character, whether they're in control, offbalance, and stumbling, or fallen over. and then a secondary state machine that actually handles the ex the explicit action that they're on, right? Which is just a standard action state machine. And then I've got a state machine above that which is handling what all the decisions are. When should it actually switch between all the actions? And that's the goal, the overall mission of the character, the the the objective of the character. What does the character intend to do? In this case, he intends to wander around. But when I press this button on this side here, wh There we go. And click, you'll notice that the the debug text at the bottom here changed. And now his state, his his goal is in follow. And you'll notice no matter where the ball goes, he will intend to follow. But here's where things get even cooler. Because not only does the character follow the ball, but he can only follow the ball when the ball is in a place that he knows of, right? He didn't see the ball go past him. And now, because he hasn't seen where the ball is, he doesn't know it's there, right? He doesn't know where to go. He doesn't know where the ball is. As soon as the ball comes in front of him, let's uh let's try and get the ball over here. As soon as the ball comes into view, we'll just leave it here. He'll turn his head. And there we go. He noticed it. As soon as the ball came into view, he started walking towards it. Right. But that's not a very simple uh you know, look at and uh uh see, therefore go system. Actually, there's more going on. What I wanted the character to be able to do is actually build on a knowledge base. What's going on here in reality is he sees the ball and that adds a new piece of knowledge to the knowledge system here. He has what I've called a memory time. That's the t the length of time uh before the where the the item has to be not is not seen where he will forget that the object exists. The knowledge base is actually built on a memory, a set of memories that are generated upon seeing the object. So this is another complex system under the hood that's always going on. You'll notice there's a little text here which is called breathing space. That's nothing to do with the object. As he moves very close to the object, he'll actually move away. So he's always he's always having a little bit of a space where where he doesn't want to he doesn't want to be standing too close to it. Right? So even though he'll move towards where the object is, he doesn't want to stand too close to it. So if it moves into his space, he'll move back. Right? Now he'll also do that when he's too close to a wall. And that's what the breathing space value actually is. He's he's detecting walls in front of him. But of course, it's actually a little bit more than just the knowledge base because when he does see the object, he will look at it and he will pathf find to it as well. Right? So now he's actually looking at the object and he's going to path find to it. Now because he has a memory time of 10 seconds, he's able to pathfind to the ball even when he doesn't see the ball. If I was to change that down to.5 seconds, watch what happens now. So now he knows the ball is here. He's seen it. And he's going to walk down this uh thing here, right? But Oh. Oh, he saw the ball. Sorry, I messed up. Oh, he's trying to He's trying to walk up there. Go on. Come on. Come on. Come on. Come up here. Right. Oh, he's forgotten where it is. He does. He's forgotten. Right. There we go. Hello. Here's the ball. Right. So, watch this. The ball is over here. He's going to try and path find to it. He's seen it. He's seen it. But now the ball is not there, right? It's not there. He's still going to path find to it and he That's it. The Where's the ball gone? Right. He was trying to pathf find to where the ball was even though he couldn't see it because he remembered where it was. Right. Uh let's switch that back to 10 seconds because I don't think that was connected properly. But the other thing is that obviously he actually pathf finds to where he remembers the ball being. So if the ball then moves away. Oh, now now he has actually done the 10 sec the memory time of 10 seconds. Come on, walk along. Walk along. You know where the ball is. Go on. Get it. Get it. Get it. Get it. Get it. He's walking to where the ball was. Uh but now he's just walking to where he remembers the ball being, but the ball isn't there. And now you can see that the memory entities the list is now empty because he's forgotten where the ball is right that's that's a 10-second uh space right this is a memory system and he's able to choose between different entities and of course each entity has its own type and it has its own additional data right now it just has a an overall position but when he's actually looking at characters entities have a different set of of values and character entities have where the head is so he'll pathf find to the position of the character, but he'll look at the character's head. And you'll see that his actual look at state is quite nice as well. He's got a lot of flexibility in the way he actually looks at things. And of course, if he gets pushed off, if he gets pushed off, oh, he managed to stabilize. Okay. Anyways, so let's get him to move over to this side, right? And before we do that, we're going to switch on uh here we go. Is it the neck? No. Ragd doll head. I'm going to go to the view cone and switch the view cone on. So here we go. Now we can actually see what he's able to see. And I'm also going to switch on the gizmos, which tells you what the path finding is deciding. Right. So here we go. He's got this blue line that comes out and he has seen the ball. There we go. He's noticed the ball. Now he's going to path find to where the ball is. Right. So there we go. He's actually walking up the ramp. You'll notice that he's able to stablyily walk up the ramp and he's able to walk backwards and walk down again as well. If I move the ball here, he's now trying to go down the ramp there and he's going to go around and actually get to the ball. But let me show you the ball. There we go. The ball's up here. Let him walk up here again and we'll have a look now at some of the actual stability of his physics here. I've been working so much time here. And I know this is going to be a bit of a short video. You're not going to get to see the exact stuff that we've got going on, but my goodness, it's so fun. Let me just push him backwards a little bit. Push him backwards. Oh, he's falling off when he tries to get up. Oh, he did try to get up. Okay, he's got He might struggle. Oh no. Oh. Oh no. Oh dear. Oh dear. Oh my. Get up. And now he's forgotten where the ball is. It was actually more than 10 seconds. If the ball gets just pushes him behind there, he'll just get pushed about. Boom. [Music] Boom. Oh, I love knocking NPCs about. Right. So, here's another thing I wanted to talk about as well. Let's talk a little bit about the physics. The actual physics of the character when he's actually balancing is actually more than just a simple upright check, right? It's actually checking the matching value of how close he is to what he wants to be uh doing, right? So, in terms of his overall tilt, he's trying to match a certain value. And that means that when he's getting up, he's able to still constantly check whether he can fall, whether he needs to fall over again, right? He checks his balance even though he's kind of tilted sideways. So when he gets knocked over, which is this is not the right place to be doing this, but when he gets knocked over, he's still able to actually get pushed back again, right? And we'll see this when Oh, actually, we can just do this. Boink. There we go. And now, let me just pause the game very quickly. I'm gonna move the I'm gonna move the ball over to here. And now there he tried to get up because he tried to get up and he was once he started getting up, he was out of match with the intended position that he was supposed to be. As a result, he fell over again. That means that even though he's in his animation, halfway through his animation of getting up, he's still running all the balance systems. So, you don't get any of that awkward half um where the character gets held by his foot and he completely gets up vertical and then falls over. There's none of that. This character, if he's getting pushed down, even though he's fallen over and he's in a get up animation, he will still not be able to get up because he's halfway through the animation. Watch him there. He tried to get up. A little bit of floatiness, but he just couldn't. And he managed to this time. Knock him over this way. Oh. Oh. Oh. Oh. Oh. Oh dear. You managed. Very nice. Very nice. I'm going to have to lift the ball a little bit. There we go. Knock you over this way. Right. And now he can't get up. Yes, there we go. Anyways, let's have a look at him walking on stairs. That's really nice, right? what I was just showing here. It's most people who haven't played VR games with physics characters won't understand how frustrating it is that they are just able to fully complete a get up animation when you're trying to hold them down or when you're holding them by the leg, right? It's absurd that they're able to just get up anyway, right? Here we go. Let's have a look at how well he handles stairs. You've noticed that he's actually been he's able to stumble around, right? Brilliant. And remember, he's 100% physics at all times. Full ragd doll muscle driven system. And look at him now. He lifts his feet higher and is able to fully walk up the stairs. And of course, he's able to walk backwards as well. He doesn't fall over. He doesn't fall over the stairs unless you push him backwards a little bit. Oh. Oh. Oh. You managed it. Oh. Oh. Oh. Oh. There he goes. Oh, I love it. I flipping love it. Right. You'll notice that when he tried to get up there because he was still on the stairs, he did actually stumble backwards again. Right. So again, let's see this again. Bang. Knock him backwards. And he's in stumble. Oh dear. Oh dear. Oh my. Okay, there we go. He's able to get up. He's stumbling a little bit upwards the stairs. Up the stairs. Right. And you can see here there's some steeper stairs which I'm going to let him walk to. So here we go. Come down here. Right. And again, he's able to handle stairs beautifully. Right. In fact, let's let's get his uh view con. No, you know what? We'll leave the view corn. Oh, shoot. Yeah, I pressed undo. Unity has some real trouble with undos. I don't know why. When you're running physics, Unity does not like undos. Okay, we're not going to do that. We're not going to Oh dear. Oh dear. Come on, dude. Uh, let me switch on your view again. Oh, you know what? You know what? You know, yeah, I I do want to see where the Oh, he's fallen over. Why did you fall over? Oh, it's I think it's cuz I switched the view cone on. He got He got knocked over. That That shouldn't have happened at all, by the way. Just completely nothing to do with anything. Right. There we go. Right. Come here, dude. Move along. Move along. Walk up the You know what? Don't walk up these stairs. What we wanted to see was the steeper stairs. So, here we go. This character is able to, of course, he's he's now meshing as well. So, he's able to pathf find up the stairs. And boom, he's actually lifting his feet higher to get up the stairs. And you'll see this immediately here. There you see how his feet are now lower when he's walking. And of course, the same applies when he's going the other way as well. So, there we go. You follow me. Come down here and follow the ball. And you can see now he's lifting his feet a little higher so that he lowers his body. And of course, he's looking at the ball. If you walk backwards, you can see he walks up the stairs. And of course, if I do this, yeah, he does stumble up the stairs as well. Hold on. Let's Let's see if we can knock him. Oh. Oh, I love making these guys stumble. Okay, there we go. Hey, dude. Guess what's going to happen to you now? Oh. Oh, no. He saw the ball. He saw the ball. Yeah. Oh my. I've I've played with now I Whoa. There we go. All right. Beautiful. Beautiful. We got him to stumble over and fall completely down the stairs. Here we go. Let's Let's get one more of those just for the fun of it. So you can see how nice and beautiful it looks. And we knock him backwards. Hey, come on, dude. Come here. Come here. Come here. And then knock it. Oh dear. Oh my. We're going to need a little bit of a lower ball there. Bang. And then he stumbles. Oh. Oh, he managed. And bang. Oh. Oh, are you managing it? Oh, TI is managing it. Okay, so let's do that one more time. Not too low. Not too low. Um, there we go. Watch how he handles height. Right. So, here we go. I'm going to grab his hip. Um, we can switch off the we can switch off the corn now. We'll just switch off the view cone. He doesn't need to see this thing. Um, we'll make it so that Well, actually, he's still in follow mode. He won't he won't follow anything unless he sees it. But that's fine. Here we go. I've I'm holding on to his hip now. There we go. Beautiful. Right. And of course, Unity doesn't like moving objects anymore uh in in in physics objects. So, that's really annoying. But there we go. Now, he's midair. I'm going to keep throwing him about. Right. So, here's what here's what we have when we rotate him. You can see that he's viewing the world. He's not happy about it. Watch what happens as soon as I release him. Right. He's very aware of velocity and motion. One 2 3. Oh, now he gets up. Okay. Yeah. And he's seen the ball as well. So, there we go. We're going to move you this way again. There we go. Yeah. Unity does not like moving this dude while he is in play mode, but there we go. We're going to lift you right up. We're going to lift you right up. Your arms are going to be a little bit shattered. Don't worry about it. Come on. Come on. We'll rotate you. You'll get your arm back. Don't worry. There we go. Come on. Get your arm back. There we go. Right. Let's watch this happen. So, here we go. We're going to tilt him forward a little bit. And a one. And a two. And a Squidy didly. Two. What? Damn it. I moved the camera too soon. Right. Okay. Here we go. Now, we're just going to lift him as is. We'll lift him up to here. And as soon as we let go, he's very aware of his own velocity. It's beautiful. This dude is the most advanced NPC I have built so far. Right. It is. It is truly unbelievable how far I'm taking this. Right, let's have a look what happens when there's a tire on the floor. Right, because this dude is actually quite able to maneuver around OB. Wow, I do not like the newer Unities that just can't handle physics objects in play mode. Oh dear. Oh dear. Right, so there we go. We've got a tire that is now rotated. Drop it on the floor. Get the ball. Yeah, there we go. Just push him along. Push him along. Come on. Come here. Hey, come here. Oh, well, that was uh that was expected. Right. So, here we go. You follow the ball. Follow the ball. Right. So, here we go. He won't avoid the tire. I did that on purpose. Let's see what happens when he walks over it. He nearly tripped over. Right. So, he's actually able to walk over things like that and sometime and sometimes he will trip over, right? That's it's beautiful. The point being that he's so much more stable, so much more stable than any of the NPCs I've built before. And quite frankly, I'm hoping he's one of the most stable VR physics uh characters you've ever seen. And uh there's so much more to come. Obviously, with the with these characters, the same things that I've shown in the past also apply, and I have tested this in VR. You can grab his leg and lift it up, and he'll tip over. But unlike before, this time, he actually tries to stumble and hold himself before falling over. There's just so much more that I can show on these characters, but right now, this is the best you're going to get. This is all you're going to get right now. There's a lot more to go. And in the next video, I'll actually show you in VR and we'll we'll be seeing more of the combat systems. And you can see here avoidance is a major part of how these characters maneuver, right? Just seeing where that ball is and then, you know, maneuvering to that position. It's so important that these characters are able to avoid obstacles, move towards objects. And of course, if I move this here, right, he'll walk over these physics objects, no problem. Right? So, nothing trips him over just like that. He's able to just maneuver over these small objects, no problem. Although the tire, it was high. He tried to walk over it. He stumbled. He He fell over. Right? It's there's no more of that nonsense where characters are just arbitrarily falling over. Let's press this button again. Click. Right. Right. And now he should be in wonder state. And you'll notice even though he's wondering, he's still able to look at the entities that he sees. So he's looking at that ball. And then of course once he forgets the existence of the ball, he's just going to walk around and go into idle mode, right? And now he's just going to do what I call a habit, which is look, oh, he tripped over. He's he's doing what I call a habit. And a habit is something that I can add on to the existing character control and movement and animation. And one of those habits is him looking around, right? Where he's just randomly choosing where he wants to look. And you can see I added these little pupils just to make it easier for you to see exactly how the character is looking around. So here we go. If I press this, not that button, that that button turns me into a strong character, but I'm not in the scene right now. So there we go. So, we press the button. He's now going to walk towards the ball. And let's have a look at his eyes here. Right. So, you can see here the character looks around. He's able to actually look at the ball there as it moves around. And of course, he moves to avoid it a a little bit as well. Right. It's absolutely beautiful. He's able to actually see the object properly. And there's just a lot of flow to everything. It's It's absolutely beautiful. Anyways, I've got so much more to show you soon. Very, very soon. Sorry that this video is a little bit small. It's not showing you too much of everything, but uh there's there's a lot more to come. And I just wanted to get this out there, talk about the MPCs as they are, the knowledge base, the the the memory system, and the way the physics is able to handle itself and balance and everything like that. right now. Next video you'll see me pushing these characters around and possibly even some combat. We're going to see some much more advanced character control and character systems than you would normally see where it's a very simple idea of character stands there sees sees player and immediately in basic combat with three punch animations or you know like you would see in some of the sword fighting games where they're already in combat. They have very very simple combat moves. They are very very light. You can lift them off the ground and then they're just kind of just literally like a rag doll toy a doll. It's all very flimsy and I don't want any of that in this game. You try and push a character over, you'll see that it doesn't it it doesn't play out so easily. Right. Anyways, thanks very much for watching. I know it was a bit of a long and muddly and wasted way timewasting video. It's a bit a bit rambly, but uh it was a necessary one. Thanks very much for watching. I will see you in the next one. Uh, goodbye. [Music] diff --git a/research/sources/nimso-transcripts/0nP-4SatYVQ.txt b/research/sources/nimso-transcripts/0nP-4SatYVQ.txt new file mode 100644 index 0000000..1ffba42 --- /dev/null +++ b/research/sources/nimso-transcripts/0nP-4SatYVQ.txt @@ -0,0 +1,3 @@ +# PROJECT TX - SEATS! VEHICLES! and other updates! (0nP-4SatYVQ, 1034s) + +[Music] it's me nem sunny welcome back to project TX we have spinning chairs we have random triangular shaped objects and we have ridiculous looking vehicles today however none of it works perfectly brilliant brilliant anyways so yeah enough of that the insane voice what I have done today so there's actually a lot more on the back end that has been improved and fixed and ignore this sword it is completely useless and has terrible terrible physics on it but as you can see I've got a random chair object which seems to be jointed to the floor that is intentional by the way I have fixed the ragdolls as well they have their heads now no longer colliding with a part of their body over here laughs there we go and yeah the most important thing that I've been working on though is noticeable when you pick this thing up as you can see I haven't done the grab animation yet I am completely lazy in those points but what is this random sphere object well let's have a look so if we pick up an object there we go you can see the gun and what this is is my controller point there we go and that's exactly what I was intending to do in the first place so now it has the ability to actually rotate objects as you would in gmod it's not perfect yet the catonian math is a mess and I wouldn't worry about that that will get fixed over time right now it's all just about the fact that it actually works the other thing as well is I've actually added an action system on there and and the only way this is actually working is through that so like I said yes in the last video I was upgrading the whole grab point add-on system and all of the functionality that goes in there that comes from the character when grabbing the grab point now that this is available I can actually do this as well and actually pull it and push it and that is using an actual action button look you can see I pull it nothing happens but if I pull it with the action button pressed you can see I actually have control over it there we go and of course that works with the ragdolls as well so we can rotate them we can pull them this way and then push them out and throw them there we go brilliance absolute brilliance the other thing is I kind of course freeze things in the air as well has it not collisions are switched off well that's ridiculous anyways the fact is as soon as you grab them they become unstuck again which is not really expected now the other thing I've been working on is the context menu and what this is these are just the test versions of it right now is supposed to be very similar to what other games do which is where you have a sort of inventory menu pop out of your hand and then you move your hand to the point that you want to select the item that you want like that like that whatever but this is actually contact sensitive now you can see that each hand has a different weird sort of different set of numbers it actually has a maximum of eight and it builds this automatically based on what's at your hand currently none of these objects actually have a special setup on them so you can see nothing actually changes when I actually grab it but the point is the actual system is in like I said this is a video filled with a lot of unfinished systems here there and everywhere so we've got a random thing going on with the gun we've got a random thing going on with these systems here the the context-sensitive menu and this will be super useful once you see what I can do and then we've got because I mentioned the add-on system has been improved these things along with the actual boosters have also been improved because now have additional functionality as I mentioned in the first video of this product a new versions of this project I wanted all of my movement controls to be on the analog sticks for a reason that is that I dedicate each of the buttons to additional functionality on the hand which means that I can now grab things and reel them in which of course makes the actual swinging a lot more powerful there we go now it's a little bit more fun even though it's not anywhere near realistic yeah there we go I am making this here yeah there we go no boosters required for actually swinging this time I did want to mention a little bit of a difference a little bit of an understanding here but before I do that we can skip those so what I'm doing here when I when I actually use those as I'm shooting it and then I'm pressing the the a button on my on my controller well the primary button the able ends on this side the X button no the a buttons on this side the X button is on the left-hand side here we go so it's the primary button on each hand that I'm pushing as I fire the thing to reel in the same thing is being used for the for the EFA's gun to actually freeze things in air and to switch to real in and real out mode and it is the same thing used on these things as well and you can see there's actually an addition to this as well which is an animated system you can see when I grab there's an additional graviton which allows it to animate on grab and the the hand itself informs the system of which hand is being grabbed on the player and the way I've used the extra buttons on here is you can see the regular flame and then I've got a boost mode flame ooh this is extra powerful as you can see while I'm standing full power nothing full-power these you can see me actually move quite fast so here we go I'm gonna use full power to actually fly forward and you can see not exactly the fastest and most Ironman feely thing you can see I am flying quite fast but it's not the same as when I do this oh I love these blue flames it is insane how fast you could go whoa now I haven't added any drag on the player right now which means they can technically just go an infinite amount of speed whoa so what I was actually doing for the fun of it I have added actual walls invisible walls right now because there's a very high chance of you just flying right off the map but yeah what I was actually doing was if we go over there there we go I was plotter plunking some props on the floor there there we go and then testing to see how far I can throw them I should open the other way in there oh well right here we go that's cool I missed ya I should have gone this way and that way I can actually see the amount of meters i move it one two three oh I love doing that I have I'm have been having so much fun especially since I can actually spawn in lots and lots of ragdolls so yeah I've been having fun just blasting these guys out of the way I just flying into him they look ridiculous hey what's happen with yet there you go he dropped it again anyways so the most important thing that I've been working on which is obviously nowhere near finished is seating yes the ability to sit down so these are obviously physics objects very light actually this chair was supposed to increase its weight from 5 kg to something more appropriate but yeah as you can see I can just sort of swing it about quite easily and of course you press a button and you're sitting down and you can see I can actually rock it about rockabyebaby on the little chair I am probably gonna get a copyright strike just for saying that and I fell it if I dropped it down so that's because my player is actually jointed to it by a true physics joint I'm still working on that because right now it's a little bit ridiculous you'll notice as I'm sitting on it I actually don't have any collision it also doesn't rotate with me well I don't rotate with it as I sit down so you can see I'm actually sitting on the chair which is why I'm getting that very partial movement because it's actually rotating here I can't grab it on route and it just sort of twists my hand around my body but you can ignore that again I've actually saw sorted out the no collisions and stuff like that and of course I could just stand on it anyway because we have full physics on the ground detection anyway this is quite a strong joint actually so I can it's very difficult to stop it like I can move my hand it just starts to push away but most importantly if you joint things together we can get this gun out of here then we get a vehicle so of course here same thing I'm actually sitting on the chair which means I can just use my physics joints and grab the wheel and roll it forward the most ridiculous way of retrieving a vehicle I've ever seen but yeah so basically we've got a Flintstone style car right now I've actually disabled any sort of movement control on the character body while you're sitting down although you can't just lean out whatever position you want so again full physics joint I am just literally sitting on the vehicle and I can lift it up and do a wheelie like this by holding the actual wheel but the most important thing to do when you're able to connect directly to your object like that is to use a booster while you're sitting down because that will allow you to actually charge up and of course my brakes are just me holding the thing because I'm insane like right so here we want to use the booster pointed backwards and here we go I'm not going anywhere because my hand is stuck yeah these things actually do collide with the thing while my hand doesn't so there we go and now we're getting into real gmod territory so yeah pretty pretty funny and yeah it's coming along it's really coming along now there's actually more that I want to do with the vehicles again it follows the same philosophy that I'm going with we're all movement systems and activation of movement goes on the analog sticks so in this case my left hand stick while it's moving me around my right hand stick rotates me as the fake Crouch and applies jump but my left-hand stick when I click it in is actually my seating button so that activates my seating but what I'm going to do is actually expand on that and have the right hand stick control a few more additional functions now I don't want to show that right now because obviously I haven't actually put it in or anything like that so I won't explain it right now but I have got some additional ideas to go with seating and it is to control the way that it manages rotation and position while seated I don't want these to be options in the settings menu like a crazy weird thing so I'm gonna handle it in a more appropriate manner but until then let us move forward we with our very bouncy system and you can see it's very it's a very light vehicle and that's of course a problem since I'm so heavy in comparison but yeah here we go we could always just wheel it along or we could just use the physics screen but there yeah there we go it to do rotate and we can of course go up the halfpipe if we want now you'll notice the the vehicle rotates I don't rotate with it I'm just using my right analog stick to actually rotate while I'm on here so I can do a full 360 and again that will be part of the options thing that I'm talking about I want to sort work on so if you Pico I'm gonna just sort of roll my way up and then of course if you get off the vehicle you carry on with the momentum you had because of course it's a complete physics joint so let's just do one more thing shove the vehicle over here if you're wondering why I'm a little bit hyper today it's because I've been listening to music while while building this thing yes there goes the copyright strike again that was the worst aiming I've ever done come on rotate I drive forward and you can see this is the most ridiculous thing ever that's because I haven't put any driving controls on the vehicle itself so I'm just having to use physics to actually manipulate myself there we go and now of course it's floating on water so there we go that is pretty much the end of the insanity that this video is that's enough messing around and being insane I did want to mention one thing which someone was talking about in previous video which was about these and how the balance on top would not be affected at all by putting the rope underneath that was actually incorrect simply because these things do have a little bit of fakery on them that booster is not actually just pushing it forward like directly up and until it leans forward and then it pushes it forward that way there is some extra fake velocity not velocity but fake force applying you know whirled up vertically in the real world so that's why that extra balance coming from the Rope joints was actually working a little bit on there it's obviously not as strong as the actual boosters force that pushes them the opposite way but hey that's just how it is I wanted it to feel a little bit more functional than than just straight draw functionality of them but yeah I will work on them to actually make them you know proper drones but the main main objective here is to make this expandable so that it actually works properly with with some sort of modding tools and and modded scripts and of course I added this from a previous video as well which a long time ago like a quiet a previous video which of course if I jump on top of this space here you can see I actually get a little bit of slowdown on the gravity which is it's not perfect they don't have very good physics on them yet but yeah it's a little bit of fun you know parasailing around the original idea for that was actually from someone that I used to work with my resources manager as he used to watch the videos when I was working there this was a few years ago in in a sort of tech tech help desk job and he said why don't I Drive that and so I did then and that's what happened on that video then so that was a while back you can have a look at all of those videos as well if you want to that is the end of this video I am absolutely sweating because I have been testing testing this all day and having a ridiculous amount of fun and I am not so good bye see you in the next video thanks very much thanks very much for watching bye diff --git a/research/sources/nimso-transcripts/1-6u7TEsx4A.txt b/research/sources/nimso-transcripts/1-6u7TEsx4A.txt new file mode 100644 index 0000000..78c14f4 --- /dev/null +++ b/research/sources/nimso-transcripts/1-6u7TEsx4A.txt @@ -0,0 +1,3 @@ +# Unreal Style FPS Prototype, Unusual Physics (Unity3D) (1-6u7TEsx4A, 152s) + +[Music] k [Music] k [Music] a [Music] i diff --git a/research/sources/nimso-transcripts/2vuQ0HFxEO8.txt b/research/sources/nimso-transcripts/2vuQ0HFxEO8.txt new file mode 100644 index 0000000..5d3bbf5 --- /dev/null +++ b/research/sources/nimso-transcripts/2vuQ0HFxEO8.txt @@ -0,0 +1,3 @@ +# Walk-O-Motion VR LOCOMOTION + REAL PHYSICS HANDS (for ReMod GMod remake) (2vuQ0HFxEO8, 433s) + +hey Jim Soni welcome back to another via video today I am messing around with physics once again this time you can see the stability of the huns has increased I've got the rotation physics back in and you can see since the actual joints we have pure rotation of physics where things can actually spin when you throw they still have the physical movement I have disabled physical touching from the actual hands I'm going to change the way the system works for that so instead of having it so of always physics where the hands are always losing tracking and it becomes a little bit unstable you've got an object jointed to a hand joint it with a physical body nope objects are now physically jointed to me which is this very thin object here so I still have that liftable feel except it's so much more stable now that I can actually do this to get the hand tracking back in where I can actually push objects I'm simply going to fake that and add forces based on when you're actually entering and then how far you're pushing so it'll feel more like this which works pretty much perfectly because when it's really heavy objects you can see that still happens obviously two hands lifts it better and you still get both at physics motion yep all brilliant so you can see here the stability of it all just allows me to lift objects much better the hands obviously not going through at the moment I'm not sort of sticking to the objects here but I can still lift on top of them I can lift them up and I can throw them we're--aw right so let's get on to the actual climbing so for this stuff what I've done I've disabled actual grabbing on certain walls and enabled it on these little red edges and that allows you to see just how stable this system is the other thing I've done is sort of added a physical limit to that so you can't actually move further than your shoulder arm length so let's grab this ladder now obviously the ladder still works come on out you come we have much better way of actually holding the damn thing this time it is a heavy ladder there we go and now you can see truly much more stable as well you can go down now obviously I can also do it the right way which is to lift up so you're probably saying hey name so it's like climbing well yeah it's like climbing except climbing doesn't use physics well it doesn't use the physics engine so while climbing allows you to do this whoa well it doesn't allow you to do is this you see that ladder swing G ladder totally able to climb it anyways that is that lets go whoa let's get back up there hey up we go and then grab this mm-hm copied the sort of start layout of the original training level in Splinter Cell by the way this one you probably think it's just the climbing pole it is not a pole oh it's a rope and of course not only can I move it but I can also climb it oh yeah it's actually a lot better than anything I've played so far anyways again the sofa really heavy you can just about lift it based on the arm stretch limits I can pull it to a certain distance that kind of course push it as well why is my hand tracking going off there we go drop it off now then hook what's the point of this thing let's see it's a physics hook usual stuff now the cool thing is let's go really close to the edge here reel that in now that we have the rope throw that down and I am suing in so let's see if you can actually swing if you pull into the appropriate angles you get actual swinging woohoo and I'll drop because we're gonna do this another way this time forget the ladder [Music] and you can see the stability of it all is bloody brilliant and it's all pure physics let's do a running jump here and see if we make it got it yes climb in basically I failed who cares that's that yeah so yeah that's that's that actually obviously the hook works in a different way as well the way that you'd expect so if you could imagine that ladder up there what's above us and then we just did this we could do this we could just climb the hook mm-hmm so we can do the same thing here grip it up there and the hook throw the hook jump down yes take the climbing frame this time went through the wall that's just my head cracking by the way I can't physically go through the wall I don't have enough time to actually do more than this that's that anyway that's the whole video go bang diff --git a/research/sources/nimso-transcripts/4yQdbjT1Auk.txt b/research/sources/nimso-transcripts/4yQdbjT1Auk.txt new file mode 100644 index 0000000..80bc3aa --- /dev/null +++ b/research/sources/nimso-transcripts/4yQdbjT1Auk.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Never go FULL HEDGEHOG! - Customisations (4yQdbjT1Auk, 1111s) + +[Music] me name sony welcome back to another vr video today we are back in project x uh and i am dressed as a chubby cat now why am i dressed as puppy cat um i got the hat on oh yes i do uh why am i dressed as a tubby cat well that's very simple i have finally done a lot of work behind the scenes you can see i've also got a tail now um yes so i've been doing a lot of uh behind the scenes work and uh managed to get some upgrades to the watch in fact uh but before we uh show you the actual watch menu updates now it's not perfect yet it's uh it's still on the go um for a much better watch system but uh i still have all of my usual controls right and what i do have as well is the new skinning system now it's not just character you know the skin itself the texture that's replaceable it also replaces pieces so obviously the tail here is a piece that can be replaced i am wearing a hat it looks very awkward without the hat but uh with the tubby hat removed in fact i'll leave it on for the next one so of course i've got the eggman skin from the previous video and you'll immediately notice that it's more than just the the textures you can see i've got that cubbiness that i mentioned in the last video i i was going to do some scaling um but there we go so we've got the scalable uh customizations custom skins and uh let's take this hat off so that the eggman looks a little bit less funny um and there we go yeah back to back to the usual except i have this chubbiness now it doesn't affect the physics i shall switch over to oh not that camera mode there we go zoom out and back to player skins so there we go uh dressed as eggy but i do have some additions though as well uh before we do that though i have some more controls on here and the first one is strength there we go so now as you can see from the previous videos i had the sort of strength set high i mentioned this in the first video where i was doing a lot of climbing and you can see here that i'm very easily able to grab onto things let's do that again i'm very easily able to grab onto things without much effort right so here we go do the climbing and let's keep the camera over to the side so when climbing it's as simple as using one hand grab climb grab climb nice and easy right really really easy and really quick however [Music] that is not perfect because that is uh over the top strength right i intentionally increased the strength so that climbing was nice and easy if i switch back to normal strength and i've finally managed to get the strength modifiers in real time um so i can actually modify them on the fly now using the using the watch now you'll see that it's a little bit different in terms of me trying to climb so here we go and as you can see in fact i'll switch on the controllers so that you can actually see this here we go controller zoom over here and as you can see from the controllers they're right here as i lift them with one hand my controllers down here right now much much more difficult to actually climb i don't know what happened there and as you can see i can't just fling myself right it's impossible for me to fling myself so now i kind of have to use two hands now i really do feel like eggman i used to always call him robotnik by the way like i don't like the name eggman it's clearly just a nickname but um when you read the actual sonic comics the official ones before the current series uh the arty comics that were going on for about 30 years um when you read those they actually have a legitimate storyline for why he became he's not robotnik and now egma is a different character by the way it's like there's a lot of crazy stuff going on in that in that series but uh yeah a lot of creativity as well that i think of from there uh but there we go let's switch the controls back off and you can see that lifting objects has the exact same problem so here these are the empty barrels nice and easy one-handed no problem empty barrel but the red barrel i am lifting my controllers right now so if i switch on the controllers there we go very very heavy i can lift them but i can't lift them completely of course if i crouch down yeah put it on my shoulder there we go nice and easy lifted it but if i switch over to low strength mode the high strength mode even now i can just pick them up nice and easy [Laughter] so there we go that's strength mode right so i'll leave strength on high and then i'll switch speed mode on now let's have a look at why we're doing speed mode so that's what today's video is about mainly is the sonic mod yay so i've got uh a really unusual looking i haven't got any hat on right okay a really unusual looking sonic i i remodeled the the hat myself um so here we go let's get the camera over to here and you can see that i actually can move nice and fast as well sorry box i can actually move nice and fast and uh yeah there we go it looks really good and zoom out again the other thing you'll notice is that when i do the skins when i customize the skins it's not just the character body but also the ring itself the the actual wrist watch is also changing so there we go it's a black wrist watch with the default texture with tubby it's it's in white and then with uh with eggman it's in black and then with sonic it just looks like those gold rings that he can wear i've put a second one on here on this side it doesn't act as a watch it's not a non it's not a functional one but there we go so yeah really cool however there is something extra that comes from this so firstly let's have a look at me running around yeah really cool i love this it's really awesome being able to run nice and fast but there's something even more cool and that's why we're gonna be going over the hill and far away uh where the teletubbies do not come and play because there are no teletubbies only tubbies in this world now um so let's do it [Music] i can turn in to a spin ball or a sonic ball or whatever ball i i don't know i'm literally converting into a ball it's absolutely brilliant it's still it's still full physics right and there's a reason i did that in fact if we just run over to that site [Music] uh so you can see why i did that unfortunately my current character controller which i am going to work on later down the line this is not this game won't be needing it but my current character controller cannot rotate on on rotating ground right so while i can run up the wall i cannot go upside down the logical solution then is to just turn into a ball there we go and now i can do a full round the circle and of course the camera is probably going crazy but there we go nice and easy to actually go around a loop so there we go it solves the problem because i don't even need to do any work on the actual physics body and the character controller i didn't intend to actually have the character controller like running up walls and moving around stuff like that so uh it was it would have been really difficult in fact it's near impossible to implement me tilting on walls right now until i sort of upgrade i would have to rewrite the system which i am doing anyway in terms of code i'm not sort of changing anything this time around though but there we go right so unfortunately it's not really possible to do that so i just turn into a ball instead and the cool thing is right if we grab ourselves for example a grapple gun and then we'll grab ourselves a rocket and sorry camera you're bouncing in and out we grab ourselves some some grapplers there we go so now i can still hold on to these things right i still have access to all of my usual cool set uh i did do some fixing because before uh the actual selection pockets so if i switch your camera over to me so you should be able to see from my view now the actual selection pockets were having as were struggling with the speed actually which is why it was very difficult for me to get things out while on the move and you could see that in some of the earlier videos where whenever i was grappling right it was impossible to actually use the pockets uh-oh what did i do with it where did my grapple go [Music] uh have i broken something where did my grapple go oh is it on my head no uh hello let's switch to the camera mode can you see it is there a grapple stuck to me or something i don't see a grapple right okay well that's fine let's uh let's hop over here and get a new grapple then sheesh i just lost a grapple gun really weird there we go okay that's working fine uh but oh dear oh dear oh dear oh dear oh dear right um is it rotating correctly does it look correct yeah i don't look see it seems to look fine yeah that's fine right okay um i have no idea what happened there the grapple gun just sort of vanished or maybe i still had it active oh that's what i did i still had it active right well [Music] you i kept the a button active that's the problem see when you keep the uh keep the ability if right now the grapple doesn't disable so i have some problems with it uh i i'll i'll fix that real easy uh no problem but so what did i what did i do so what i want to do right is i wanted to be able to actually do all of this functionality all at the same time like really really quickly so now if you switch into a ball right you can pop off here grab the grapple and try and actually grapple yourself back it's really cool to be able to do all of this really fast and dynamic right so if i was rocketing for example let's go up here and then we can sort of boost forward put the grapple away roll over here bounce up grapple and and then grab these and start climbing really really cool i love it oh it's awesome right well anyways that's enough for this area let's get over to that [Music] so what i did is i just imported my um my previous sonic adventure 2 build right the little sonic vr the second sonic vr world and here we are for testing purposes of course uh this is all custom built this is something that i made uh and uh there we go really unfortunately there's still a lot of trouble and this is the same problems that i had with them with the actual sonic sonic 2 vr um project that i had it's the same problems with actually like going going upside down it's very difficult to control because you have to know which way your controllers are actually going um so there you can see i actually rotate the wrong way sometimes it's just it's very difficult like easy loops are pretty much the only thing you can do properly uh but of course you can still just sort of run through these areas and again if i ran up a wall i would be able to go up but uh i wouldn't be able to do much after that so here we go i can just sort of jump but that's it really however if i turn into a ball perfect i can actually go up the wall completely can't really keep uh keep momentum so i'm not doing any sort of special programming to keep the ball like stuck to walls or anything like that it's just purely momentum and real physics going on it's just a ball that's sort of attached to my physics but the physics and everything is still active at all times right it's it's always active everything is completely active at all times it's brilliant uh and that's pretty much everything for this video anyway um not that we'll grab this and let's get out of here and go over to there and uh yeah that's pretty much everything for this video it's uh a lot of random stuff going on here in fact i made a change to that that loop and i redid the loop here so that it was a little bit wider nice and easy to actually where's the camera so this this loop here is a lot wider than the previous one than the one in there it's just a duplicate so it should be a lot easier to play with there we go [Music] oh i can't do it let's do that one more time right come on come on oh i can't make the loop i can sometimes make glue but this thing really really fun really nice uh yeah so there we go we can we can run around the place nice and fast really cool switch into a ball at any moment now of course i can't switch into a ball with any character skin there's no there's no there's no like nothing stopping me from doing that um but yeah there we go hopefully yeah you like this idea it's not i don't know whether i'm even going to put it in the game it's just something i tested for the fun of it it's ridiculously fun um and i just want to make sure that this is it's it's possible for me to use project tx for literally anything i can think of that's the aim i want to be make this so capable of doing anything that almost every single idea you can come up with in vr is possible within this world within this vr engine and as you can see it's literally all possible at the same time as well so it's not like it's not like i had to switch game mode or anything to to run around like sonic to lift super heavy objects or anything like that or even drive a vehicle speaking of which if i go over to my player switch back to something appropriate and then switch the speed low and strength down i have actually solved a little bit to a certain extent the problem with these controls now i haven't actually worked on the controls they need a little bit of work but i've noticed that the actual spring springiness of the handles is what's causing me to sort of spin out really quickly now something to mention of course is that a lot of people have mentioned i don't rotate with the floor that's turning um again i don't want to put any dedicated materials or anything into the game i don't want anything to specify that you can turn with this type of flow i didn't want to do that but maybe i will for certain types of objects but i i had a plan for that in in a previous video i haven't mentioned it yet though i have a plan for solving that however as you can see it's actually a little bit more easy now to control because of my strength values being natural now so it was the fact that these these spring joints are really powerful the actual joints on these things are really powerful coupled with the fact that i was super duper strong which meant i would literally go and it would immediately just flick to maximum which of course makes it very difficult control but here now that i've got sort of proper strength control back i can actually manage the the vehicle nice and easy right and i've also gotten better at controlling it as well so there we go much easier to control drop it down there we go and that's that uh so thanks very much for watching i will uh be seeing you in the next video uh and um there we go really so just phase my hand through this [Music] there we go perfect uh thanks very much for watching i will see you in the next video where i will show you a little bit of a change in fact i think there's two videos coming up this uh this week one is a super duper short video just to just as a precursor to the next video uh so there we go we'll switch over to the final version of me and i will say a goodbye to you thanks very much for watching i'll see you in the next video goodbye [Music] you diff --git a/research/sources/nimso-transcripts/7Gup4b1Sqow.txt b/research/sources/nimso-transcripts/7Gup4b1Sqow.txt new file mode 100644 index 0000000..53690f4 --- /dev/null +++ b/research/sources/nimso-transcripts/7Gup4b1Sqow.txt @@ -0,0 +1,3 @@ +# PROJECT TX-Q (Quest 2) - A glimpse of the FUTURE OF METAVERSES! (7Gup4b1Sqow, 703s) + +[Music] it's me named sony welcome back to another vr video today we are randomly hanging around um and unfortunately the quality of this video will probably be low but also the quality of the world you're seeing is is quite low as well um and that's because what you're seeing today is not project ex it is project txq um just a little letter added on the end why because it is actually running on the quest device uh so quest two and this is just a very quick test it took me a couple days just to convert a lot of my systems over so that they work properly on on an upgraded sort of unity setup to make sure that it it'll export to android and export quest um i'm not getting perfect frame rates right now and that's for a reason and not because of the regular tracking i'll show you that in a moment but as you can see it it all works sort of exactly as as planned um i've got just the ragdoll showing right now um oh actually underneath that you can see my actual tracking logic that's the same character model that you normally see you can just about see his head in this shadow yes i'm using dynamic shadows i'm just sort of stress testing the capabilities of the device um i should probably never use dynamic shadows when running on quest this is running on the actual mobile quest um it is not uh the jumping is a little bit problematic right now but uh yeah it is not running uh on on pc or anything like that but as you can see full physics full physics arms and all of that good stuff right the full physic body as well all works really really well you can see it actually crouches you'll also notice there are hands stuck in the ground they're actually sitting at 0 0 0 in the game world but let me just position myself in the center of the game world not game world but in the center of my room and i'll switch over to hybrid exploration mode now this is really really cool because there we go um now i can sort of not use my analog sticks like in fact you can see my right analog stick works fine right crouch jump all expected but my left analog stick does nothing and that's because we're using hybrid exploration mode which means that i can walk around within the circle of this this ring here and wherever i position myself it actually moves in that direction and then uses my locomotion system as usual so i can still run around but not having a cable at all this is bloody excellent now this is really cool but it's even cooler when i put the controllers down why because as soon as those controllers sit down and disable themselves we switch to hand tracking perfect um so here we go i've got hand tracking unfortunately i don't have analog sticks you can see the controllers are just moving to where the hands are this is very very prototypey very very quick build of of this very very simple uh demo very simple world as well i wanted to make a bigger world but i kind of have a lot of stuff to do right now um and getting back to work as well proper work so there we go but uh yeah so you can see i'm cracking and you can see the physics arms and everything follow that and that's because i'm simply overriding my actual controller tracking as soon as the hands are enabled well as soon as the controllers are disabled right now you can see full hand tracking and you can you can see if i do the gesture you'll see the oculus menu uh uh starting up but if i stand in a nice position in my game in my uh play space i can hit the menu button like i did before reset the ring and now we've got hybrid exploration mode running with hand tracking meaning that i have full directional control over locomotion i can walk i can run and no analog sticks at all [Laughter] it's brilliant if you're wondering what this text is it's uh it's my frame rate which is probably not very good right now but yeah so um ignore mr avatar over here uh he was actually supposed to be tracking the tracking rig but i decided i'll just uh leave it as is for now i want to test things properly and see what the ragdoll is doing i haven't fully fixed the the shoulder movement yet so you can see it doesn't it sort of crushes its stretch a little bit there um but there we go now you can see that because it's tracking because my tracking positions are just being overridden by the hand tracking that means the physics is still there right and it's tracking my hands now so we can actually just lift ourselves up as we did before [Music] in hand tracking mode i'm not holding any controllers i'm just using my hands right now so there we go and with with my locomotion system that makes this absolutely beautiful no turning around no rotational systems or anything like that i'm not using my right analog stick because i don't have one i'm not using a left analog stick to walk around and i can walk around infinitely my gameplay space is never it's definitely not this big right i can walk around if i want to i can jog around right i do have to keep my hands within range right now because i haven't done any disabling systems properly there we go and i can run around if i want to and of course i can run backwards as well so there we go i can just sort of walk sideways if i want to it's all completely natural i can just do this however i want now with a slightly larger play space than i have here you can expand the ring a little bit and i have some advanced systems as well for dynamically expanding the ring based on your play space which of course you can manage directly if you want you'll probably be able to see the guardian actually which i've purposefully made just sort of just in range of of this sort of tracking setup but there we go brilliant it i am absolutely controller free i have full locomotion full directionality complete speed control full physics hands and unfortunately no jumping system yet but i i have i've done that in the past where it never had any buttons or anything so i'll just be doing that later but right now i do have a high enough ceiling that i can jump in reality no cables no blooming tethers to worry about it's just complete freedom and physics you can see this uh softball here this thing doesn't act the same way that you would expect a local ball to work it's actually a very different mechanic it's just there for visualization the ball doesn't actually exist but uh there we go so yeah you can sort of step up on things if you move the right speed there we go uh but there we go yeah it's it it's just something that i've been wanting to do for a long while now is get my systems this is what i've been planning right this all of this sort of completely controller-free uh headset only vr it's something that i have planned into these systems um i've been working on this idea that you can do this completely in a non-gaming way and i mentioned this in the video in fact even in the demo that i released for uh for the hybrid exploration system uh which is this isn't about gaming i i want to step beyond gaming i've always wanted to step beyond gaming with this stuff it's about just experiencing the world so being able to walk around run around as you would naturally no controllers no pressing buttons nothing and still have a full physics body still have complete control over your hands if um once i get some of the upgrades into the disabling system so when when you have your hand out of range it doesn't do that right so right now it just sort of zeros them out and places them at the headset which is a terrible position to be placing your hands when you're viewing the world from your headset so there we go but yeah yeah so i need to work on all of that make sure that it sort of has this nice natural blend when you're no longer in view of the headset hopefully someday we'll start seeing better tracking coming from hand tracking and all of that stuff as well i wouldn't know anything about that stuff um whatever new tech is coming coming along is coming along you know it's it's just whatever whatever um i can only hope that it'll be it'll be really amazing but you can imagine how far i can go with this right so you have full hands and i'm sure you guys have all all tried the han physics labs or at least seen that demo built by another developer take that stuff apply it to what i've built here put it all together put everything you can think of together and you will be able to experience worlds with no controllers no gaming devices or anything like that it's just purely this is the real metaphor right this is the metaverse that i plan the ability to actually experience the game worlds the the virtual worlds not in a corporate way but just in a in a natural way being able to physically walk around them uh without the play space right it's part of what i've been doing for a very long time uh thanks anyway for for having a glance at this tiny little very low quality video um i'll i've i've not used the quest much so i'll get sorted with with the quality of upgrades i think you have to do a bunch of debug stuff to get the the quest recording quality up or maybe i'll manage to set it up so that it's properly linked to my pc and i can read a record from pc and then things will be sorted but yeah i've got i've got a bunch of videos coming soon um probably mostly just talking about stuff like this i have some hand physics update upgrades that i'm working on i don't know whether they're gonna work out as as i expect but if they do we'll be seeing some amazing improvements to hand and grabs and and things like that um but yeah so that's that's that for now it's just a glimpse or or whatever into the future of physics based and coupled with with sort of advanced locomotion systems but uh there we go thanks very much for watching hopefully you enjoyed this glimpse into the future hopefully it gives you some ideas of what's possible and what's coming from from what i'm doing anyway um so thanks very much for watching i will see you in the next video goodbye [Music] you diff --git a/research/sources/nimso-transcripts/7I3Jb7bqW1A.txt b/research/sources/nimso-transcripts/7I3Jb7bqW1A.txt new file mode 100644 index 0000000..f78244d --- /dev/null +++ b/research/sources/nimso-transcripts/7I3Jb7bqW1A.txt @@ -0,0 +1,3 @@ +# Ready Player One got me back in to VR Physics - Stabilised VR Physics - Walk-O-Motion (7I3Jb7bqW1A, 603s) + +[Music] me noon sunny welcome back to another via our video today we are in a randomly looking world a very random eat world and I've been working on some VR physics recently once again the hand system and I've actually got it very very stable now so you can literally just solve move objects around throw them about and of course climb on objects as well and this is a physics ground as well I've got ground movement quite well done this here thing is a conveyor belt which actually works so you can see I'm not moving of course by using the locomotion system so I'm able to physically run about and jump about and you can see here that the conveyors do actually affect objects including this here bouncy ball which rolls about and they see a cube and you can see they get pushed and you can run about while you're on top of it as well now that new system for climbing pretty much the same stuff again no physics hands this time but you still have the physics scrubbing which of course I can't grab the actual wall itself but I can't grab the edges so let's have a look at the new stable build that there is a physics rope of course and it actually works as a rope so you can lean it inwards and outwards and swing about on it just a just a set of jointed cylinders and stuff so a bit weird looking but it does swing this ski a platform is a very wobbly one and you actually need to jump on the end you lift it you make it bounce up and down and then you actually gain that jump momentum at the end as well as it goes up which I missed there we go right now we're up here we've got some spinning cylinders you kind of have to run because of course ground does move you and then time you jump and make it now then this is that part where you're basically playing climbing there we go now I've just made this little area quite easy to work with so there is actually an easier way up here on that their physics ladder OOP and you can you can actually pick up physics ladders and lean them on the wall which works a lot better now and I'll show you why in a little while once I make it to the top if I can reach this here object there we go nice little clothesline clothes hook thing let's go for a swing a zipline actually there we go you can do it with one hand and of course grab on to something there we go throw this onto the conveyor just for the fun of it not very very well-designed oh one I missed right so right down to the floor there's an easier way up there as well in fact I'll show you the light at first if I like jumping around and you can see here very long ladder it is a physics ladder mm-hmm so let's start climbing [Music] of course the hands do carry on momentum because it's entirely physics based so I've just gotten quite good getting everything right as in the angles of my movement and there's a faster way of that be after the zip line as well which of course that's always a problem grabbing things from the ground unless you've reset it perfectly I should probably reset it a little bit higher than am i moving my tracker a bit too far [Music] no need oh yeah they are extra slightly by the way and then this way of course nice physics poles to swing on this is not easy now there's actually some logic to the hand controllers that change the way that you're actually working so I'm going to show you with this here ladder so here if I pick this ladder up I'll show you the new logic so you can see here when I turn my hand it's a quite wobbly but I can't grab it quite solid as well and that's because I have control over the looseness that I grab the object let's here let's have a look with this cube so you can see I can swing my hand quite easily or I can just grab it perfectly solid and that's because that looseness control is necessary when you're climbing physics ladder because of course you're going to be pulling the up and down which is a problem so if we put it here for example which is not tall enough for that in fact there we go we just put physics ladder and now when I climb it it's not being launched about all over the place like it used to in the older videos still problems with the grapple hook stuff very stretchy very dodgy very unity physics problems and of course he is the quick way through the pole things that let's just get up there really quickly yeah I can do this all in one run but a little bit of luck there anyway one two three oh I missed it I tried to do that in one jump let's do this one more time and if I mess up I'll just skip the video over today 101 goo and 94 there we go yes random numbers random numbers always fun right all right one two and jump there we go much better right let's get up this hole here right quite an easy one this there it is swing cool and then this bit ledge Crabbie's and up and then it's nice yeah easy to climb one and we've got a ladder it comes high up we are let's grab this here ladder get up here to the more difficult this is where I get really irritating cuz there's no quick way up here let's go got it got it right slow down make this in 1 1 2 grab it and then again 1 2 no no no don't let go and let's grab it there we go there we go right one more to do and it's getting smacked about all over the place I don't know why probably from me turning my controls and I slowed down the blue thing there I might be able to just jump straight to it but I'm not gonna try come on there we go oh and this thing of course spins so you have to get on and we are moving on the thing that's spinning so you just have to time your jumps now whoo this is the bit where you make mistakes yes and I've made it that's basically the end let's just make the rest of the jump down so you've got that feeling of climbing here but this is all physically connected to the player which means of course these could all be physics objects like those spinning things down there like all the ropes and swinging poles and everything everything is a physics object actually physically moving according to the physics engine I think I need to step onto this and I can see through the wall a little bit and that's the end of this world quite high up at this point that's also the end of this video by the way so that's what I wanted to do just messing around with this system seeing how far I can push it and if for of course everything here quite stable as you can see and pretty much the end of this video let me jump off this one two three oh that's the end of this video goodbye [Music] you diff --git a/research/sources/nimso-transcripts/7JDJe_PjeXk.txt b/research/sources/nimso-transcripts/7JDJe_PjeXk.txt new file mode 100644 index 0000000..c01bfab --- /dev/null +++ b/research/sources/nimso-transcripts/7JDJe_PjeXk.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Buoyancy, Spawning, and More Physics! (7JDJe_PjeXk, 1219s) + +[Music] me nan sunny welcome back to project TX today we are here in a custom map that I've been working on which is a slightly modified version of something you've seen before of course and it's a great place to test a bunch of 3d stuff and greeted physics objects now the main thing that I am what I've been working on here is not really the physics but more the objects and making them look quite good also getting the basic interactions back in and drop functionality which is the ability to actually functionally control the objects so I have put in of course a physics gun now as you can see I can actually grab and throw things and of course literally like grab this ring it bring it over and grab it and then bang bang bang right pretty fun except unfortunately I haven't completed my my add-on system as part of the the physics one so for deleting items that you can spawn I have instead used this red one here and you can see it removes them so I put a separate weapon instead of just like a mod do this later on this is going to be the sort of ultimate cool gun the the super master physics garden that can handle pretty much everything this is the sandbox stuff now this game I did intend for more than just the sandbox of course so this is more the our mod sandbox which is actually going to be also non VR and yeah the main thing that I've been working on is making things look pretty good so you can see here let's just climb up this crate over here yeah and you can see these objects as I stand on them you can see the weight balance I have been working on making sure the physics of the movement actually works properly and yeah pretty good weighting of objects I've done quite accurately as well so these things quite light although like they're not completely light you can lift them completely up but they're not super light so you can't just like with one hand you can see I'm trying to lift it I do have a spawning menu which I'll get to in a moment but yeah so let's have a look at the objects very quickly are these metal ones pretty much can't lift them at all you can see even with two hands the legs are quite strong right now so being able to grab things from bottom you can lift them quite easily and that goes for very heavy objects as well let's just grab these and bring them along and I've been working more on the architectural materials as you can see here making sure everything looks good but at the same time performs well so the aim here was to make sure that objects have a good sort of set of textures on them but not too much so I've sort of limited myself to one type of texture for each object for example here we're using a bump map and that's it so there's no specular Maps and there's no so of ambient occlusion maps or anything like that it's just brick therefore I'm using a bump map whatever sort of the most important thing to use on that material and then that goes for all of the brick textures for stuff like sand grass and soil I've got obviously a specular map and I think for grass I did did I do an ambient occlusion I don't think I did a little bit of lag they're looking at it here it looks like I haven't done an ambient occlusion map so yeah one map on each material just to just to minimize the amount of excess of performance being used here so here we've got some nice metal looks some tiled flat ground here I don't another type of solid material here the concrete it doesn't look too good right now I'm gonna probably put another map on there yeah we've got some bronze type metal and then of course we've just got the regular crates our crates again no bump map just a specular handler here to make them look good and there we go same thing here I think it's only an ambient occlusion on these they look pretty good in the dark area and now over to the other props you can see exactly what I'm doing here as well so with these as well you can see it's a pretty good sort of ambient occlusion map happening you see I'm here I'm here to cushion no it's a it's a specular on these guys nice and easy now with these I've actually done something a little bit fun so these two types of barrels here nice and light you can see with one hand so these are weighted appropriately I think they're around 20 kg which is just based on based on some basic internet research just how much does one of these barrels weigh there you go and then these two same thing right nice and light they're just empty barrels this one however this one and the red ones down there are much heavier because these are filled so you can see here try and lift just about lifted and you can kind of there we go there we go nice and heavy now the cool thing here is if you grab those just like other heavy objects and lift them up and then drop them quite for bang I'll probably do that with the super heavy objects instead there you go you get this smash effect as part of what I've been working on so here again really really heavy you can see project color you can work in on some random textures I've texted everything pretty much with some little bit of help help from my earlier projects as well so of course all of these objects you can just sort of climb climb on top and then of course but these oh it's too heavy to even pull if you pull it actually you might be able to there we go back nice and heavy and still able to kind of shoot around these again I've done the same thing with the with the other barrels where I've got a nice light empty one there we go nice and easy to flip and then you've got a super duper heavy one because this one is absolutely filled to the brim and this affects the buoyancy as well so you can actually see it once I throw things into a water which I've added into the project now here very heavy as well yeah and of course you can see these there we go I've lifted it full and it just doesn't go any higher but the cool thing is of course if you grab these types of objects like this and you can put it on your shoulder and you can lift it quite easily kaya's again same thing nice and speculum up there to make em look good they're not too heavy these things again same same way as the red ones very heavy and this not too bad again just based on the weight that you see on the Internet I've got these nice live rings which are quite cool because you can actually put them on you can actually just wait on through and then there we go there we go full full all the way through yeah and that actually affects things as well because obviously the buoyancy on these things she is quite strong it's supposed to keep a human afloat so what I've done unfortunately I haven't got swimming in yet I haven't bothered to program it yet I've been mainly working on the more important interactions so I added those things in and you can actually just sort of swim and hover using them these ladders let's see if I can climb this without dropping it oh it's dropping is dropping yeah so these again weighted appropriately this ones like this one's quite heavy because it's a much much taller ladder and then pop it over here and again you can see so here I've hung it on a rope [Music] there we go you can see I can I can climb it and of course I can't just hang inside of it funny yeah that's the cool thing so this is something that I've always wanted to be able to do is is be able to just sort of move as if your body is really there it's not as simple as just having a ground system that simply goes down going down is is a is not completely appropriate when you're able to go in through some rings and stuff like that there you go it's pretty good the way it really really feels good when you're when you're lifting barrels and stuff that's where the weight comes in it really feels cool having it sort of accurately weighted object you can see I've been trying to work on lighting you can see obviously I'm actually running on a on a laptop that is below the minimum requirements that the oculus recommends and it's still pretty good and bear in mind I'm recording right now as well and it's running smoothly I mean it's not it's not full resolution it's not it's not full performance here but you can see it looks good and it's running pretty well so I'm trying to get after playing half-life Alex I wanted to get that feeling of where where the graphics just look really good even though they're quite neat they're quite tidy they're not extreme you know it's not like every single object has an insane amount of texture mapping or anything like that and of course the the HDR lighting as well when you switch this screen on you can see it close quite brightly I've rendered these out in a nice test see now cook the cool thing about this menu here cool thing about this menu is that all of these props everything here is actually something that you can pull from asset bundles so I've already made it so that the game is open to modding and that's the point that's what I always wanted to do is make sure that this is highly model model yeah I will be adding more sort of functional interactions later on to make sure things like this can actually spawn cans and stuff like that so just just very advanced rather than the simple sort of unusable props my main aim is to make sure these things are functional props we're obviously exploitable objects will explode all that cool stuff there you go you can see that wait smash at the bottom because obviously he's still standing on these on these things as well which is a little bit problematic right now but it's not too bad yeah you can see I've modified this this structure which you've probably seen before pretty standard thanks to gmod I've modified it to look a little bit different and have a little bit of difference in the way functions the cool thing of easily is being able to climb down things really feels quite natural as well let's pop over to there and have a look at some buoyancy so we'll grab you and then we'll grab well there's plenty of those anyway actually we don't need any of those because we can spawn them but we can just lift them like this yeah the physics pen the all P function of all reality ability to pick things up magically just like that right so let's have a look drop this on the floor now objects do fall through the floor right now because I haven't done anything to prevent that but that's okay cuz it's all fine there we go I'll go this really fun if you leave that to balance probably not a good idea leave that good balance and then on top perfect balance right there but yeah so there we go let's get these into the water you can see how the buoyancy system activates on them quite nice these are buoyant objects so there we go you can see how they'll roll on top of the water there and then these are buoyant but obviously since they're filled with liquid they wouldn't float the same way because the liquid will fall down to the longer part of the tongue so there you go this is quite realistic in the way that it would work in reality where something that's filled with liquid would balance out like that whereas an empty can would balance out like that since there's more surface area and then the same thing applies for these guys there we go and of course everything is a different weight just based on what I could find online yeah there we go nice and cool now obviously if we jump in you can see I do sink to the bottom there's no swimming go anything like that but I can sort of thought along however look we can see if I've got a ring on I'm able to just over about it's really cool I love this I absolutely love being able to put your arm through things and then it just soaks onto you and now you can just solve paddle along and then of course you can also lift your body out there and then I just stood on top of that just now and of course you can't stand on things while they're floating as well if you can see I kicked it of course it also of fall down as I pull them anyway so and yeah so obviously the other cool thing is the ability to just all mass massive amounts of things it's one of those things that is quite unusual most people don't really expect that being able to spawn lots and lots of odd objects is a good idea in VR because performance bla bla bla and but it really isn't as bad as you think except when you spawn too many ladders and they all hook together like which is not a good idea but yeah you can see and they're all applying forces as well because they're all in water they've all got this buoyancy system going on it's all pretty cool and then of course you've got these really heavy ones as well you can see all the weight there Oh wrong thing we really cool we've got more pools of course we there we go we've got more pools over here just drop these boxes in you can see they float but they're there they're a little bit less buoyant than the other things and then of course you've got plenty of tyres as well which are a little bit more buoyant and they sort of hover on top nice and flat as well there we go nice and cool and then red gun to switch them off and delete them all very cool all very fun stuff and that's pretty much it really there's nothing more to it at the moment because I've been mainly working on just just making this making this fun and feel good while you're while you're moving about and while you're running you can see I still haven't worked on the legs I still haven't worked on the arms properly and the the hand animations the grip systems and stuff but other than that it's all really cool there we go let's have some fun over here you can see we can climb these barrels yeah and then while we're on top try and lean it over and pull it down yeah I love it yeah stop and try and rule it yeah there we go you can use your head your head tends to be the sort of strongest part of the body just because I want to track it properly I want it to match the head tracking at all times so it's sort of strongest part of your body essentially you can put pretty much most of your your body weight into your head if you head but something like that so you have the ability to sort of knock very heavy things over by running in from unless of course they've got other heavy things on top of them nothing happening there but there we go ability to knock things over with your head nice and easy but there you go that's that's about it I think that's pretty much everything other than balancing things on top of each other which is of course pretty cool because you get to sort of have to maneuver your hands properly yeah and then there we go and then of course you can clamber right on top of it and then balance around and drop it that I believe is the end of this video other than me just sort of flying over to the other section of this little world which I've been working on just adding little areas so if we spawn this yeah thing drop it over and then stand on top of it we rotate it a little bit first there we go on top of it and then the age-old little fun thing to do with your physics is stand on top of an object while you're grabbing it and there we go we are now in water in this giant pool which is going to be featured in the next video probably more because I'll probably have proper swimming done by then but for now let's just send in a bunch of these guys throw them all into there have fun in the pool and then a bunch of tires [Music] very cool there we go you guys get in there yeah I threw the red gun as well one thing I did also add was a little button this is what I've been using for testing so for example let's say I'm doing something bla bla bla and then I'm like you there we go this is this is how I test my VR I can just freeze the game at any point that is the end of this video thanks very much for watching and I can't say goodbye because I am frozen diff --git a/research/sources/nimso-transcripts/8kkeh1RQfUo.txt b/research/sources/nimso-transcripts/8kkeh1RQfUo.txt new file mode 100644 index 0000000..296c1fb --- /dev/null +++ b/research/sources/nimso-transcripts/8kkeh1RQfUo.txt @@ -0,0 +1,3 @@ +# TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity (8kkeh1RQfUo, 607s) + +[Music] Samee new Sony welcome back to another video it's been a while since I've done a video actually and it's been an even longer while since I've done a tiny project video the tiny project is well there's not one project but I have a number of projects whereby I use these characters here this project here is actually the tiny Knights project but it's something that I'm using the same system for the open-world game that I'm building that is basically called tiny open-world pretty simple name pretty simple idea anyways so what you're seeing here of course I have control over the character using the mouse I can look up and down and of course I can walk forward and walk backward left and right and the usual stuff this correctly here actually though is is a full rag doll so it's it's something that I've done in the past obviously active rag dolls and stuff and that character there is actually the animator and what I've been working on here is a different method not the same one that I've used for the VR tracking to actually get the animations to much using only the rigid body joints so this here character is obviously built out of joints and there's no extra tracking on it or anything like that so there's no position forces or anything making him move like this and animate all of that is done by the joints that are rotating according to what that thing does so if I jump over here and look you can see I can have control over everything and whatever the animator does the rigidbody here the rag doll actually tries to match it using usual forces and of course they all have limits as well so the other thing you'll notice here I've added it's very similar to a human fall flat or gang beasts in the way that controls but I've added an extra control which and you can see from there that allows me to manually force one of the hands down each one separately controlled and that's useful because here grab things this here balls very very heavy let's grab the light one and you can see I can grab things moving about the usual physics see stuff I can of course use my feet to kick it and this is 100% active ragdoll there's no there's no extra rigid body holding the character up or anything like that he's simply using a joint - well it's - an invisible object the way I've done is a bit weird but anyways well it does it does actually balance him there's no sort of clever work going on with the balancing he's very very simply a joint holding him up but there's nothing there holding him off the ground that's done by just applying a force when whenever he's grounded and of course here going you can see he just flail about that's again that's animation so you can see here what the actual animation is and what he's actually doing it's all false based unfortunately I haven't done a very good climbing system yet so it doesn't actually climb properly unless of course you've gone high enough to just soft jump on top but beyond that that's basically what this character model is doing and as well I just made a worldly sort of mess around with it for example here if we grab a bowl and we can of course go up this ramp here or we can take it the easy way which is this here quick so this is the medium weight ball and here I can show you how I can throw things so obviously you look up to grab it up and then press the top button I didn't work very well but let's just see and here we have some 20 pin bowling 20 pin bowling two lanes and I've just put some super smooth ground there which will for all the things back into place down here at the end so we can get the ball back and everything as well then you can see a green one there that send it up there you can grab onto these things of course they smack you about and you can see he's always in ragdoll it makes it really fun to see how it looks especially when he's in because once he's in ere he loses all of his clown balance and he could just be flung about like that of course I can grab on to them with infinite strength and you can see him flinging about and of course we can do the same thing on here so obviously it smacks me about fine but I can grab on to it and I'm going crazy I don't know why his heads facing the opposite way but one two and let's go and missed it and you can see he's always able to just stand back up but yeah everything sort of force based everything's an actual joint and stuff like that and he does flail while he's in air until he lands of course this is this is sort of the basic system underneath the tiny games as it's going to be anyway he has trouble climbing up ramps though so basically I'm gonna use this for the tiny open world project his jumps are gonna be a little bit more controlled and that's basically what I wanted to do I wanted to build a fully controlled system way feels almost like playing a platformer in a way it's it needs to be that balanced that it feels like playing a platformer but you're always inactive rag doll I can't try and get this one up there in fact let's see if we can get it onto this thing instead of going to rumble yeah I would have to take it off the ramp it's so heavy yeah so I'm using this obviously for the tiny open world project which is it'll be similar to you know like what's it called amazing frog something something similar to that where you always have a sort of rat dolly feel and you still have a lot of control that was the worst shot I've ever taken in bowling you still have a lot of control over the character and I'd actually started this as part of the tiny Knights project and that's what I'm going to do with it the character does have a bunch of animations where he actually swings the sword and stuff and of course the sword is based on the VR stuff dad shown before which uses a joint just to hold the sword in his hand and everything is physics based so the sword itself can have all of its usual physics and stuff and of course it's stuck in his hand physically rather than just you know a part of the model or anything like that and of course then you've got forces and everything to handle what counts as a hit and whatnot and that's awesome because I can do this now and what I want to do with the main main project which is tiny open-world is I actually want to get the vehicles and stuff to keep the ragdoll active so you get to sit on a bike or something and actually stay active with his hands grabbing on to the object like so and obviously you'd be basically riding a bike with his hands grabbed onto the actual handles his butt would probably be a joint onto the bike itself and even that you could handle using the actual animations I could handle using animations but yeah it's basically that's basically idea of this here I wanted it to look very very much like it's it's actually solid and you can see the animations are pretty pretty accurate to the original thing up there it's very very close to the original he has enough strength in his hands and everything to actually handle it all properly but at the same time he's still a physics body and you can still get hit at any point his joints are completely controlled by the world of physics anyway so it's it's a lot of fun have messing around with this and so that leads me to the announcement basically I wanted to start demoing out these things so what I'm going to do for the early versions of everything I'm probably gonna start putting these on patreon as patreon rewards I don't know what the soft tears will be whatever it doesn't really matter the idea is I'll be putting these demos on to patreon very soon and the first thing that they'll go on is on patreon and then after that whenever there's a big update to be to the projects themselves that update will then go onto patreon and then the current version on patreon will become available to everyone so realistically I still get to give it to everyone but a patreon reward will be sickly mean you have it you have the demos earlier than than anybody else and that's basically the the thing that I'm going with so this demo here I'm gonna turn into more of a sandbox I'll add a few more things probably fix a few animations add a few random you know taunt animations just for him to mess around maybe do a few things I can even do a backflip here if I jump while flipping it over there so yeah there we go do a backflip yeah so I'll add a bunch of things like that into this and give it out as just a sandbox demo to test out the engine very much a tech demo as is really let me do a backflip over the top here 1 2 3 whoa I actually landed it perfect absolutely brilliant anyways a bit of and yeah that's the that's the whole video thanks very much for watching and look forward to some demos very soon where you'll get to play as a tiny and mess around with all of these projects the tiny Knights project will be updated soon as well good bye [Music] diff --git a/research/sources/nimso-transcripts/9DzzrAoc4so.txt b/research/sources/nimso-transcripts/9DzzrAoc4so.txt new file mode 100644 index 0000000..a373e8f --- /dev/null +++ b/research/sources/nimso-transcripts/9DzzrAoc4so.txt @@ -0,0 +1,3 @@ +# HYBRID LOCOMOTION - My best VR Locomotion + Upgraded Physics Weapons (9DzzrAoc4so, 709s) + +[Music] it's me n Sony welcome to another video today what you are seeing is a uh another VR video today um and this is the uh this is the new build of the Slayer project uh ignore how funny this place looks it actually feels quite fun to uh walk around in this place it's uh it's quite a nice quite a nice place um but I just sort of built it out of some random pieces that I made um and just threw it all together and it's quite nice so what you're seeing here is uh the new demo for for the Slayer Slayer project and more importantly it is a um a new demo for The Locomotion system that I've been working on so I rewrote everything including my uh my physics hands which which is what these are by the way they don't touch each other but everything else they do um I I've rot everything from scratch and more importantly I rewrote the Lo motion system that I've made so obviously one of the things that you'll already know is that I uh sort of have a a walking based Locomotion system that used to be called walk motion um biggest problem with that was being able to walk so um I had to fix that and uh it's quite funny having a a walk motion system that where the most difficult thing to do is walk so let's change the name and uh the new name is hybrid it's quite cool if you look at the logo that I've made uh you'll see that the hybrid Locomotion has the word VR sort of in the name and yeah a little bit of design fun there but what it is is um it's sort of a new way of oh I I forgot to switch off the Spheres for ik motion uh it's a new way of thinking on how to walk uh so it's called hybrid for a reason now the way I move as you can see I'm going to stand completely still and we'll see what happens when I push the analog stick here as you can see I'm moving very very slowly I look around you can see moving very very slowly now I can actually speed up by walking very very comfortably in place so this is very different to what it used to be cuz that used to be headbob based but here's my normal movement here's me walking very slightly very very easily in place now this is not hand based so you can see that my hands are not moving but I'm getting quite a lot more speed than I was before as you can see I need to keep turning around and that's actually based on the sway very slight sway it's very very tiny so if you see here slow and then very tiny motions nice and easy I'm I'm I don't even have to take my feet off the ground I don't have to use my toes at all it's literally this is how I would normally stand in in reality you know this is just me nice and comfortably standing and maybe a little bit of easy just sort of Sway and that's how you walk in this system so you can actually control your speed you can slow down here if you want Move Along walk around it's so easy to move now the reason it's hybrid is because obviously you've got that system and then you've got the walking system and that blends in to the running system which of course I've made even more um precise so you can actually do sort of bursts of speed really easily now so I can very quickly step forward there so you'll see this much more obviously when I go around the corner for example so here this is me walking around the corner here there we go and now here's me jogging quickly see you get a very quick burst of speed and it's very very easy you can just comfortably move around now like you would naturally um the jumping system I've changed I've removed all of that complex weird motion that you have to do for jumping so you have to go like that and all of that and it's it's just works better just having a simple button to jump like you would in a normal game now let's grab ourselves some guns and jump around and you can see these are pure physics as per before except I've RW all of this physics based system from scratch you'll see everything's a little bit um slow in terms of frame rate today I'm having a lot of trouble with unity right now but again this is uh this is just uh just how it is right now I need to sort out my Unity uh more importantly the jumping system here so if you look I press jump obviously I jump while I'm moving slowly obviously you press jump and it'll jump forward very slowly but of course because you can run and jump and then you you gain that movement speed what you can do because of the very quick burst speed is you can actually control your jump forward motion by using the burst so I still get that system that I used to have where you have that feeling of uh I have to actually physically do that to jump like that but you only do that because you want to actually jump forward you see and that's how you jump forward you just sort of have to control all your jumps so you can hear you can just sort of sneak around the corner and you're just like and then and it's it's all very quick very very quick and you have full control over it and you you can walk you can run very easily very very easy to control it's completely easy and you can see the physics hands have now been upgraded this video is less about the physics hands and more about the actual Locomotion system but for the fun of it I may as well show you the physics hands which are this stuff so let's just uh drop this here gun onto the other and you can see complete physics and of course you can see that the recoil has become much much much better thanks to me rewriting this system so if we look at it in slowmo I'm keeping my hands completely straight and you can see here the slowmo now of course I don't have any automatic weapons to test properly uh but so so instead I I removed any limitations on how quickly these can fire and if you do that in slow-mo watch what happens to the recoil you see that that's pure physics on The Recoil and now it's it's it's much more sort of stable it's much more reliable it's much more realistic it's much more like the born Works engine which of course um Nord showed off and that's the one that stress level zero is making uh headed by um Brandon JLA uh Brandon J L uh I hope I pronounced your name right sorry about that mate but yeah so that's what I'm trying to sort of get that level of stability here cuz obviously I don't think anyone else has has sort of tried physics based hands yet at all um and if they have obviously you know sword games and all of that not for guns that often um so so far there is sort of the best uh there there is the the the sort of top end of everything and you can see it works a lot better than than it used to now this isn't the same way that it used to be done where sort of it's connected to the character body it's not connected anymore to the character body so doing this doesn't actually affect my movement anymore although I can add that if I wanted to uh but it's it's not connected and I wanted it just just just for the sake of reliability just to make it nice and easy very reliable very guaranteed in your motion um you know exactly what's going to happen when you push on a wall you know exactly what's going to happen when you fire or whatever and uh that's that's pretty much what I wanted to show so for now I may as well just messing around a little bit and you'll see I've actually done some changes to the way the physics hands work it's not just physics hands this time it's not just physics hands this time which you can see here it's actually a full a forearm as well so like I said it's not connected to the body here but it is a physics hand it is a full forearm that's connected here so all of this is physics based and it's a full joint there which means that if I go over to here and I do this it actually stops my hand from moving as you can see so it's all based on that joint there where's that gun and you'll notice something else fun about physics of course is when you jump your guns obviously jump with you so you can sort of let go and you have that brief moment of uh of low ground gravity which of course is even better when you've got slowmo oh I love doing that you can see I haven't lost my hand there for a moment I haven't actually done the animations on the guns uh like I did in the other Slayer uh builds uh that's that's all all all to be done yet but you can see the hands are much more advanced this time around um now I've gone with the uh the sort of logic of of having actual grab points this time so you can't actually as you can see if I try and grab while I'm here it grabs the other gun there isn't actually a separate way of grabbing the gun with two hands yet um so I'll be adding that soon but for now and you can see in fact I can't actually grab this as you can see it grabs that instead I tested it with this here joint here which as you can see completely locks my hand it's the wrong orientation but that's fine it's uh it's it's all very easy to fix Hey where's me gun but I threw it I threw it somewhere that's all right I'll grab another one right there we go and you can see it's completely physics based hands so you can see here nice and pushy of course if I hit the ground here completely physics B I love I love physics it's so fun to mess around with it's so fun to mess around with and uh I think that ends this video to be honest yeah so uh that's my new Locomotion system uh rerro from the ground up called hybrid Locomotion and uh it it makes it super easy to walk around very very naturally I'm going to be doing a demo of this I'll probably be releasing this level here I'm just going to restructure everything so it looks much better this looks like feet it wasn't even supposed to look like feet it just ended up looking like feet um and uh that's uh yeah that's that's what I'm going to do so I'm just going to make a little demo for this give you the ability to play with the physics and everything and you can see here I can push me arm um play with the physics play with the new Locomotion system which you can see very very very easy very very easy to move and it gives you complete control over each of those little bursts of speed that you need and you can still sort of nice and naturally walk around so that's this video thanks very much for watching and goodbye [Music] diff --git a/research/sources/nimso-transcripts/9IDhcrzJtY4.txt b/research/sources/nimso-transcripts/9IDhcrzJtY4.txt new file mode 100644 index 0000000..9d2c710 --- /dev/null +++ b/research/sources/nimso-transcripts/9IDhcrzJtY4.txt @@ -0,0 +1,3 @@ +# ProjectTX - IK-Less Control, WHY and HOW I'm not using IK! (9IDhcrzJtY4, 612s) + +[Music] me name Sony welcome back to another video of project TX this video is not actually about the project itself but rather about the IKEA system so bunch of comments on the last video in regards to what I meant exactly by no ika is involved with this character model here so obviously people assume you know this is pretty much an IKEA based calculation right and I mentioned obviously it's not an IKEA calculation so I'm just gonna explain exactly what the difference is in terms of what I'm doing as opposed to a sort of standard I okay and to do that obviously I need to explain what I K is so imagine the following scenario you've got an arm here which is lodged over here this is actually just a physics joint it's literally a standard object that I can just move around and it sort of looks like an hour and I've got an invisibly movable object here and I can just sort of float about but ignore that for a moment imagine this all now the way to control this arm if we were moving it in in using either physics or animation or whatever is we would rotate this to move this arm or the foot of the first part of the on the upper arm into position to where we want to go and then we'd rotate this you get the forearm to do whatever we want to do that but what if we know where we're standing and we want to get the hand point which is the end of the forearm here to actually match up with a certain position so let's say this position here well then we're gonna need to do some calculations because the problem with this is the only inputs we have is the angle here and the angle here or the other rotations are those two points though that little bit of information does not get as this point here I'd have to just sort of guess this and then guess that and guess this again and guess that and as you can see that I can get close to it but that's all just eyeballing it that we're just guessing we're just guessing if we want to get it to this actual position here we need to control this point and tell the system where that point is and then using that go backwards instead of forwards because remember we rotate this that moves the whole thing then we rotate this to get the hand point wherever the heck it wants to go inverse kinematics there's a backwards we decide where we want to be and then we move it we calculate backwards essentially so we've got a connect a kinematic object something that moves and then we do the inverse to calculate the angles that we need to rotate the object to the end result of course is this so we have a point which is the actual arm point and then we have a hand point which decide where where the end result is and of course it can limit itself based on the length of the arm and then we have a helper now the helper simply just rotates that part on the opposite on the sort of axis pointing inwards which decides which way to go now you'll notice this one is not a physics object so I'm not able to push it around right and that's because this is just purely I K so this is how inverse kinematics works you take one position there you take one position there you do some clever maths and the end result is you get the arm that it gives the system the rotations it calculates those rotations and the hand is always at the correct position as a result that's exactly what we want in terms of control but obviously we have a problem you see if we have a physics based system like I have here as I've shown in the last video if you haven't seen it please do check it out that project TX is the name if we have a physics based system we now want to decide what happens when a physics object is here so what you'd expect to happen is either pushes in it pushes to the side or it pushes to the other side that's what we expect to happen but how do we calculate them so I'm gonna put my hand here what you'd imagine to happen either we have it moving to the side this way we have it moving to the side that way all and this is the worst case we have the whole thing moving up which means we are going to have to control these two points we're gonna have to do a bunch of calculations it it doesn't really work out very well in terms of how we want to control things in an easy way over to this side now this side it may look like the same thing as you can see very similar thing happens I move this it rotates the a central part I move this it sort of car gets that position however the thing with this it purely physics there's actually no inverse kinematic calculation going on so this is very similar to the way I'm doing my arms here except this is without these soft fist trackers so it's a little bit hovering as you can see look everything just sort of floats in place so that's without all of my physics training but you can see now with this I can't push the elbow I can push the elbow exactly where I want it to go and that's precisely the reason that I wanted to use this type of logic there is absolutely no I care going on here there's no inverse kinematic calculation I don't care what that rotation is and I don't care what that rotation is but the physics engine simulates it regardless and of course those limits so if we push this pin those limits this arm limit here no matter what we do the arm limit is always respected by the I K that's the same thing here except rather than being having it respected by an a mathematical calculation the physics simulation respects it instead so when we do this and we rotate around obviously the road things around but if we do this if we push it through you can see it's trying to get there but it's not able to it's not able to bend that way because the physics itself actually has that sort of muscle structure limit and you can see how that's actually working out on my arms here as well so obviously I can control my elbow just by yourself twisting my hand a little bit of a clever calculation going on there it's not that clever it's a pretty simple one anyway and you can see now when my elbow touches the wall my hand is exactly where I want it to be so let me do this and you can see as I rotate my hand the elbow gets stuck there because of the wall but my hand is still exactly where my tracking says it should be and the same thing happens the other way around deciding on de dura through I K is a very difficult task like I mentioned on it and short over there but thanks to having no I K handling that and instead having a physics system handling that that that's all just done for me it's the easiest way to handle it and it's all gives you this much more natural motion because everything is accelerating and moving with actual physics so the actual forces that are being applied to the elbow or being applied to the elbow you don't have to do any clever calculations on the ik2 too much what is physically happening because of course if you imagine this gets pushed upwards your ITA now has to do the correct position here to animate it correctly and you you start having even more calculations than what I've already shown it becomes a little bit messy it becomes very difficult on the development side to even get that to work and then of course that as a result is is even more process heavy in terms of how you do animation this is the way that I'm handling it and I hope that does explain to you what I meant right there is no ika involved in this character system here that you're seeing in the shadow even in all the walking and everything there's no ika involved because I'm using physics but because the whole character is built off a rag doll i I've already got those joints I've already got the muscle limitations the structural limitations of a bone your elbow can't bend backwards your upper arm is a certain limit across from the shoulder it's not able to go in certain ways so it rotate the elbows and everything accordingly using the physics simulation rather than faking it with some mathematical like a that I have to figure out hopefully that explains it all that's the end of this video I just wanted a very short and quick explanation of what's going on I might give you some explanations of other things just to describe what's going on and why why is it better this way or why is it easier in in a certain way or whatever hopefully that explains it anyway thanks very much for watching if it has any other questions I will answer the questions of course in the comments alternatively I might make a video if it's really confusing a lot of people and I mainly made this one because I did end up accidentally having an argument with someone it wasn't intentional I do apologize to you if I did argue with you about anything like this I wanted to showcase how it works just so that you could really understand and appreciate what's actually different than why matters to me as the developer and to the player in the end thanks very much for watching goodbye [Music] diff --git a/research/sources/nimso-transcripts/9f7Bq_R_wHs.txt b/research/sources/nimso-transcripts/9f7Bq_R_wHs.txt new file mode 100644 index 0000000..4c9c56e --- /dev/null +++ b/research/sources/nimso-transcripts/9f7Bq_R_wHs.txt @@ -0,0 +1,3 @@ +# PROJECT TX - New Physics, New Control, New EVERYTHING! (9f7Bq_R_wHs, 1307s) + +[Music] it's me name sony welcome back to project t x it is finally back here i has been months since i made a lot uh another video of this of this project now you'll have noticed that uh things have changed um my head now has a little headset on i just stole the headphones from the super mario 64 reimagined project that i made uh i'm i custom modeled those those headphones actually they were originally on a different project so you can still see the m uh in in his ear here in the in the ear earphone there um they're just nice nice pair of headphones i wanted to to put them on i'm going to start testing physics based objects sitting on the head as well now what you're looking at here you'll notice that the the the animation structures of the of the character look a lot better than than they did previously uh look this is me dropping my hands completely down to the to the to the floor due to like my hanging natural hang right here and you can see they just they just work properly i have spent a lot of time so here i'm gonna reach up and you can see you can see if i switch my controllers on uh you can see i just reach up to this is sort of my limit of of stretch in reality this is my limit of of low law stretched down uh and then unfortunately the the sort of t pause is not perfect uh you can see just about you can see that they do very very slightly still push the the elbows in there but almost perfect and you can see here i can do something the wave it looks good i can uh yo that and it looks good cross arms there uh it all it all just really looks good you move the hand behind the head there behind the back there all looks really good especially when i jump there looks it looks really good now what's actually going on here so it's been a while since i made a video on this project for a reason uh what i did is uh after looking at the game the way it was before especially when you look at you looked at the elbows in the last version now this is not the final model it's going to be upgraded soon i've actually been working on it this is a slightly upgraded version for the shoulders to look nicer but i have been pretty much recreating every part of this game when i say game obviously i mean all of the sort of main systems so everything you see here completely recreated from scratch with the exception of the actual character model itself the right from the input systems so the i've got the tracking setup obviously the regular sort of tracking setup and from there derived elbow positions uh logical sort of shoulder control and you can see how it's actually moving much more naturally now um it's almost completely natural here's a few punches here's a good sort of that um i've been testing it with uh you can see even the sort of chest rotation very cool i can crouch down i can stand up um so all of the sort of input level ik logic has been recreated uh properly and then of course i've got also if you just come with me um i've also got the ragdoll completely rebuilt from scratch and the ground ground control for the the character movement system so all of the ground control completely rebuilt from scratch i rewrote it from scratch as well and uh yeah that the avatar uh controls or the way that the avatar links to the ragdoll recreated i rewrote everything i rewrote absolutely everything now the other thing that i've been testing testing a lot is the idea and you can see in the shadow there just in front of you that is your shadow that is a floating camera i can i can actually rotate it here so you can see me rotating it um and yeah that's a that's a that's a floating camera which actually follows the camera logic of a tubby supercap so the the again the sm64 re-re-imagine project i took the camera systems from there which i'm using for tubby supercap and uh yeah i decided to turn this the third-person camera for like external viewing so if you were to record this game you can switch on the third person camera you can actually see me moving around and this really shows off the the sort of ik logic here which is not okay this is all ragdoll this is all ragdoll so here we go we rotate the camera over here you can see it's all ragdoll and that actually improves things quite a lot it improves things a lot a lot a lot so let's bring the camera around here right let's have a look at this service here section here so what i can do here because this is all ragdoll and it's it's improved let's switch the controllers on for this and you can see here when i'm on here you can see the controller just sticking out right so where i place my controller obviously i can i can sort of reach up here um now what you can see is when i throw my controllers down it very slowly like tries to reach that position right but when i'm above here i hopefully the camera is following properly here you can see i'm able to throw it that's because there's actual much more strength now here in the in the elbow area which is why it's not flopping and wobbling around like it was before that is then coupled with the hand and it actually creates a completely different structure to any physics things that you've you've played with before right so it's no longer just a floating hand with an elbow stuck onto it this elbow has actual uh impact on the game game world around it right which means if i hang on here if i hang on here you can see here the controller right now i'm going to do this with one hand you can see here that the controller is down here right i'll do it with my with my left hand try and do it with my left hand here there we go he's a little bit slippy now if i was to try and push out right so my left hand is now right far into the into the wall here then i actually start to fall so here i can actually lean on it fine i can lean on it fine until i start pushing it outwards and you see how i just fall down that's because once you want your extension here the elbow is no longer pushing up and down as much on the hand because of the wrist strength but once you're like this you're able to do to hold it all together and the same thing goes above and you can really see that when you check out these weights here for example actually if you go around over there thank you so here we've got a weight set up that is uh it's too heavy for me to lift the sections right so i'm going to grab it here and i'm going to keep the controllers on actually and you can see here once i lift it quite far away from me can't lift it right it's it's reaching that sort of limit of strength now this is purely ragdoll i've not re written any systems to do this on purpose this is purely because of the ragdoll strength mechanics right now if i put it near me you can see that i can actually lift it better so here is out can't lift it here inside i can lift it quite well there's something more if i lift it over onto my shoulder here that gives me a little bit of extra strength there now what we can do is if i put it close enough i can just about get it above me you see this i'm able to lift it completely because of the elbow strength here in my elbows because i'm able to push up on the on the hands from the elbows there and as as i lean it forward of course what happens you can see it straight away i lose that strength i lose that strength because i can't actually push with my elbows you can see here my elbow is trying to actually push it up and that makes a difference to the whole thing and that you can see it even more here as well here with one hand i can't lift it past that point i can have however with two now once it goes above my head you can see i can lift it with one hand right until i just let it droop a bit too much and then it's it's lost i i dropped i dropped i can't hold it like that very very very cool things have really changed this has really changed the way that the game mechanics actually feel everything feels so much more strong and controlled when you've got that kind of thing let's have a look at the locomotion a little bit so obviously here as you can see with the camera things are really looking cool things really look cool when i'm running about when i'm running about with that camera it it works really well yeah because it's it's actually a camera that i wrote for a platforming system right so that's why it looks really really cool you're going to want to stay on that side of this camera now right you're going to want to stay on this side because what happens here here it's part of the grout control as part of the ground control that i've upgraded i have been working on making sure that all of the slopes and all of that actually work correctly now in the previous version with that little slant um that sort of ramp that i had in in the little test area um the problem with that was i was able to run a bit up until the point where my body just sort of pushed off the side of the wall i had too much strength on the on a diagonal here however if i just grab myself over here i'm just going to try and try and steal and you can see i'm not able to actually go up there i'm going to try and run up here congo can't go really really cool it works really well and i haven't actually pre-programmed anything like that so there's no pre-made slopes or anything it's just working based on that angle based on it it just does it properly everything is sort of the same problem here again we've got that sort of full ragdoll body and because the shoulders have now improved so much the elbows have improved so much everything becomes a lot easier to control like you would naturally like you would naturally now here you can see i am definitely not able to lift that with one hand right but i am able to just hold it above my head really easily right in fact i can't actually lift it with two hands you see right i can't actually lift this with two hands it eventually catches up if i angle it right and i get my muscles engaged as long as i'm able to push it up on my shoulder i can actually hold it up with one hand you may have noticed something else something that's sitting on my wrist so if you bring the camera a little bit closer here zoom in there we go what you'll notice is this little this little dot on my wrist now it's not actually a wrist watch it's uh it's an inverse wrist watch what i noticed is i wanted to do a menu system i want to do a menu system uh that is on my on within the game's physical world again because of the upgraded ik logic that i've been working on this elbow is so close to exact that i may as well just use it in game mechanics right now this is not going to be the main pause menu i'll be able to just like hit the menu button and bring up the pause menu but on the wrist you can see when i turn my hand it just pops up and because it's on my ik logic again this is not true ik this is just my mathematical sort of a logical place where the elbow would be and then i use that on the ragdoll not on the not on an ik system so it's not actual ik calculations it's just a bit of extra trigonometry to design decide where the elbow is um based on the shoulder and the hand and uh there we go and that allows me to actually it just sort of looks at me right and it does also turn so if i if i bring it this way and then just turn over you should be able to see the clock right so that's the real time it is 12 25 i am a very late sleeper uh right now i i've got work tomorrow as well well today actually um uh so there we go there we go it looks really cool and it turns with my head there we go and that keeps it it keeps it up vertical whenever i'm working whenever i actually look at it so i've actually got a clock in in-game right now a wristwatch uh you may notice uh the the the phone in the background there constantly uh ringing someone is waiting for me to call them and i told them i'll call them after this video but i got sidetracked a little bit i was working a little bit on the mechanics now you can see here again the ik logic just works out really nicely uh there is a little bit more strength in my hand i need to do a bit of tweaking to make sure everything feels right but right now [Music] what happened there i think there's a there's a bit of glitching going on today i am getting a bit of stuttery frame rate possibly down to the fact that i'm running uh three in-game cameras all with high quality post processing on them yeah a bit silly but there we go it it all looks really cool i don't know what happened there with the physics grab but uh yeah i've i've recreated the handball system as well and that is for an upgraded idea basically the handbook system the original handbook system was based on this correct model i can't do that anymore i did not want any of my systems to be based on this character model right so what i did is everything everything from the ragdoll to the the general grabbing and physics systems to the hand pausing everything is now based on a generic uh structure all with some extra level clever classes and those all then link to the character model which has a profile system and there we go so what you end up with is uh the ability to essentially mod the character completely and all of the physics based stuff will still work perfectly now you'll have noticed just then that i was able to just walk over this surface here very easily what that's because that is down to the ground system once again so it actually does hit walls as you can see here i'm going to control move here you can see i hit the little surface on the ground however if i just step over it i can't just step over it now obviously the ik legs the the sort of movement animation on the on the feet it's not very good right now i have been working on it they they very often go through the ground but uh make no mistake these are ragdoll legs they just don't have collision at the moment i'm doing some clever uh sort of work on the ground to actually handle stuff like this it works really well it works really well on all of these sort of objects here for example here i can just step right over it even though you can see i just about bounced a little bit over the top it's all very very cool you can see here for example i try and go up and the camera does drop down a little bit because it's very intelligent it knows when i'm grounded which is why it's not actually bouncing up so for example here when i jump off the off the ground you can see the camera doesn't completely bounce up right it just sort of stays there tries to wait for me to land on surface and that again like i said that's based on my on my platforming systems in fact when i turn my body you should see the camera very slightly moves towards where i'm looking right because what it wants to do is it wants to show you where i'm moving it wants to show you what i'm doing right so that's the the camera it's a little bit of a clever clever clogs thing and i just i wanted to i wanted to give every bit of this game a polish a polish feel including the third person camera right because i just wanted everything to feel really really cool everything has this sort of really cool look to it that uh it all feels almost as if i'm i'm using more tracking and more stuff going on then then you see in any other system really it looks it should look almost like i've got full body tracking or at least above the upper body here that's what i wanted for this for this project it needs to look right because if it doesn't then the ragdoll will interfere with the gameplay right so it needs to be those are heavy uh so these are the light ones the eights are empty and then these you actually have to lean them on your body to lift them nice and easy and then you can just not very good though not a very good throw let's try the ladders out now these do work quite well with the grounding system but they do often get thrown about at the end which didn't happen actually so that was quite good um again of course i can just throw them on top and then use them as a as a sort of hat here we go using using a ladder as a hat right lift that off lift that off get off me there we go and then if we just sort of put it on like this there we go now you can hold it over like this and just walk around while i'm holding something else i'm still working a little bit on the directionality control so you can see here when i turn my hand i am still moving directly based on hand control of course when i swing it back and forth it doesn't go all over the place because there's a little bit of logic going on there but i've upgraded that and i'm working on a complete hybrid system as with everything on this project everything is hybrid uh so i'm working completely on a hybrid system where it'll try and give you the head directed motion when the hand is is too illogical so for example when you're swinging swords and stuff like that the hand rotation is it's just going to cause cause you trouble but at the same time when you're sort of pointing it like this you kind of do want that control you want to be able to go like this and and walk your hands sideways while you look around and look at the camera over there talking to your audience because i am going to be putting this third person camera idea into the game which is why i really want it to be to to look really good so that's pretty much that's pretty much it that that's the that's the little playground that i've been working in here um not much new stuff it's all very it's all very much a polished version of my original stuff and you can see it definitely looks better it looks so much better when i jump when i crouch and the crouching does work um i do have trouble with crawling at the moment i haven't really implemented the lowest part of the body mechanics so you can actually crawl under here like this so here we go if you move the camera this way i can hit the surface obviously and then go underneath and there we go the camera zooms in on me because it doesn't know what to do probably but uh there we go it's all very cool it's all very uh new but also not new uh i've been testing this whole system by sort of just dancing around and seeing it in third person really really had a lot of fun this week just messing with this i know it's been months since the last video for this project but hopefully you can see why this rebuild has made a completely huge difference the aim right now is to build a new little little um playground area which i'm going to be releasing as a tech demo it'll probably go on steam i wanted to get these systems to feel so good and and clean so that i can put this on steam as a tech demo and really really sure what what we can do in the future of technology here with the future of vr um there is so much more to come once you've got a full body that actually works correctly right with with the elbows that makes a huge difference to the way you move to where you actually interact with things that are in in the game world space also having this third person ik logic works so well and i keep calling it ik even though it's not technically okay what i'm handling is the wrist position which is based on the controllers of course and the elbow position the shoulder rotation based on all of that structure including the head the chest position and the rotation of that chest and how it moves the body around down here and of course where the hip goes when i stand like so all of that stuff is what i'm talking about when i say ik based uh logic it's not actually ik though because it's not doing inverse kinematic calculations it's not actually doing that part of the that part of the job is just done by the ragdoll logic right so i've got all these i've got some basic trigonometry functions so they are sort of halfway to ik but it's not the full way but there you go anyways i'm going to keep chattering chattering and whatever if i keep going on here so that's probably the end of this video thanks very much for watching i've got a boneworks video coming up very very soon how it works video i really need to get that done i've been meaning to actually do that i started it last week and then didn't get around to finishing it and then i started it again on uh on friday or actually on thursday to try and get it done for today but i've been working so much on this project i just wanted to get this uh to show things off really i'm a bit of a show off anyway so i'll see you in the next video thanks very much for watching that is the end of this one goodbye you diff --git a/research/sources/nimso-transcripts/Ah9sDKwfpZw.txt b/research/sources/nimso-transcripts/Ah9sDKwfpZw.txt new file mode 100644 index 0000000..51e3cbd --- /dev/null +++ b/research/sources/nimso-transcripts/Ah9sDKwfpZw.txt @@ -0,0 +1,3 @@ +# CrossPlatform support solved - Hybrid Presence with Index! (Ah9sDKwfpZw, 630s) + +it's me named Sony welcome back to another video in VR today is a special day for me and a special video for you guys as well this is the first time I get to use my knuckles controllers which of course show person has valve index controllers in game but I am actually currently using an oculus rift headset with valve index controllers big thanks to cousin sherry for showing the video on how to get these set up with the rift and I'm currently getting it set up with all of the soft cross-platform abilities and I'll show you that in a moment as well I decided to start with the inner closed ones since they're the sort of a bit of a DIY build going on here firstly let me just get this calibration out of the way so I've actually set up some default controls here the menu bar an in-game will be be on the left hand controller so the usual calibration click that and then touch the ground click that and we're done and then you've got a nice sort of simple a menu this time around nice and clean and you can see these are oh I didn't I forgot about that they sort of will collide in reality as well completely forgot about oh my god the battery's going low I better do this video quickly anyways so you can walk around and I've set up proper controls for the grips and stuff so these are actually physics objects right now this is using the hybrid present system but with hands only and have made a lot of changes to the actual body structure system as well now there's no visible body right now but the actual movement system and everything is quite well built so you can see here I'm actually able to grip things with this hand and there is a sort of physical limit yeah and you can see yeah and just punch him about now you can see here this is actually a cross-platform test this build here this room and you can see it shows the platform which is open VR in this case which is steamvr for those of you who don't really know the behind-the-scenes stuff the headset it's detective as oculus rift CV 1 the controllers it's detected as knuckles index which is why it's showing the models so it's actually got four models inbuilt which a custom skins for as you can see and they all work completely cross-platform so you can see here these are the actual names that it's come from the actual driver so it's detected open VRS controller knuckles Divi as you can see I'm not using index I'm using knuckles controllers which are the actual prototype just before the final release versions and again for the right hand side and you can see here it does actually collide with the walls you can see which means of course that I can put my hand that's a bit thought of it pole for me I can put my hand on something here and my other hand and of course just climb my body up now amid some actual changes to the way it lifts itself over a Ledge which means it actually has this sort of body changing mechanism where it will allow you to sort of clamber over and even though your head so there you can see I'm able to clamber further past the actual edge of the thing and it's very very smooth between them now I actually have a button for switching the controller models this is for those of you who may not have either of these and sort of want to test out with different controllers this thing this lever itself is actually not functional but I'll probably add a function or something with a few sort of tests before I release this build I should be releasing this with this video so don't worry about that but you can see thank you so of grabbed it and it feels pretty real home with these things because you're sort of actually making that grab bar Kanak go on about and you can see here it's a it's an actual physics object which means I can smack this guy I can roll them about let's do some actual running about and get up on top of this area like I said it's completely a basic system here but it is the sort of full hybrid presence build coming up here and the reason I'm making this demo before I do any sort of complex stuff with the actual presence and and body stuff is because I wanted to make sure that these this functionality is cross-platform ability is working for everyone so very very soon I'll probably just stop the game and switch over to oculus mode and while you're while you're watching the video so it's leave that quick and it's that automatic for the system now this is using the new sort of steamvr actual actions system which means that you can change it you can rebind everything if you want your grips to be more based on the pressure system the sort of pressure grips and you can use that instead right now I'm just using the closed hand you can't see any of the functionality by yourself unfortunately I just haven't I have an implant implemented that now the controls themselves will move smoothly with the exception of when you're moving with them and you're moving your body so this is within room scale only when you move the player in-game it won't have to do that you can see they're perfectly smooth in fact if I was able to get a steamvr screen up I'd be able to show you that they are pretty closely tracked in fact when you when you actually go to the menu which is very hard to press you can see this is actually the non physics objects is actually the non physics ones and you can tell because there we go and then there we go so I'm switching between the menu and the physics objects and you can see they're very very very closely accurately trapped now there's a few more things to actually do I can climb this thing for example and this is purely based on pressure so so right now you can see if I just jump this is how high alcohol now you can see that the camera is going through the world a little bit I'll be working on that don't worry and there we go so this is how I hire can actually jump now let's see when I saw push myself up this thing I can clamber up and actually nearly get there it's a bit weird using oculus touch controllers visibly when I'm actually using the ether so of knuckles now these things are actually quite cool because they do have that shape I've actually put a custom shape on each of these for the collisions so you can actually clump on like that you can grip with these sort of vive controller style by default you'll get the controllers that you're using it defaults to the left one if it doesn't see anything for the left one it'll use the right one but both controllers will always show the same models so this by default would be the one for me now I did say that I'm going to show you how quickly I cross-platform this so I'm gonna stay in the actual bill can we just take these controllers off now and I'm going to switch while you're watching into the oculus pods so I'm taking the head so I'll feel here a bit of a weirdness I pause the game here oh stop the game as you can see on the right hand side here I'm just going to poke the oculus as the primary source for the tracking for the VR and as you can see now put my headset back on and now we are once again in game I'm now using oculus touch controllers you can see they've been detected straight away I can press the Menu button touch the ground and now you can see platform oculus and I've got all my controls again that quick yay cross-platform controls working perfectly I'm so glad it took me a very long time to actually get that done you can see here it's detected the oculus controllers this is the actual name coming from the from the system and it doesn't say open VR anymore and again that's all that's all working fine so now you can just with the oculus touch controllers it should switch and show you the oculus touch rift pest controllers as well if you're using the rift s and of course you can't just switch between the models if you want you'll feel a little bit of an off aligned sort of feel when you switch between the controllers because obviously they're not designed to match up with each other especially across the platforms but yeah so I've actually set up some controls for the oculus controllers on Steam VR as well if you want to do that if you want to run the oculus oculus touch controllers onto a steamvr version of the game then you can do that you can just run it with open VR mode and that pretty much finishes this build I want you guys to test this out there is a bit of stuttering problems with objects like these spheres but I shall solve that I'm so working on a way to make lighter objects feel a little more motion friendly and it does actually collide with things on the floor as well as you can see I can actually kick things about this time rather than just automatically stepping on them and bouncing off into the into nowhere and that pretty much sells this video really thanks very much for watching as they try this build out I've been dying to get this one out because after this I'm going to be starting me proper game hopefully I'll be making an actual game this time probably for sale you can see here that's just a little bit of climbing to the top and do a little slide down that thing as well here in fact as I can't really make the jump you can actually push off this wall on the right-hand side and then push yourself up and again here there we go you just saw push yourself and then I walked off the side the back and clamber yourself down this thing there we go that solves it that sells it that's the whole whole cross-platform problems fixed I'll hopefully be updating the spider in example with this cross-platform checks as well so that the index controllers work properly on there and I'll probably try it out with my with my own index controllers or TV prototypes just to see that it works properly as well thanks very much for watching goodbye [Music] you diff --git a/research/sources/nimso-transcripts/BTlY8SWLtgo.txt b/research/sources/nimso-transcripts/BTlY8SWLtgo.txt new file mode 100644 index 0000000..2447341 --- /dev/null +++ b/research/sources/nimso-transcripts/BTlY8SWLtgo.txt @@ -0,0 +1,3 @@ +# IN-DEPTH VR PHYSICS INTERACTIONS - Part 2 (BTlY8SWLtgo, 1946s) + +[Music] hey before we begin the video I just wanted to quickly say I have been surviving almost entirely of patreon and YouTube at the moment so if you're able to join in uh please go check out the patreon it's in the link in the bottom there and the current patrons are written here on the board thank you tubby for that uh also subscribe subscribe subscribe as usual and when the I am planning on doing a crowd fund for this actual project as well although looking for other funding methods as well so when that's up I'll be showcasing it and I'll I'll explain that and I'll talk about that as well when it's done uh that's all for this and let's get onto the video let's go you can you can stop now we're done it's me n so welcome back to another VR video today we are back in Project TX uh this video is going to be the interactions video part two uh two um last week well actually last video it wasn't really last week last video I was talking about a lot of the interaction systems that I had in the game and um yes I am being a little bit quieter today because I still haven't figured out what is wrong with all of my audio being overly boosted and over Amplified my microphone is is is really messing up as well my Oculus Rift cv1 microphone is is being boosted for some reason so the audio is just hitting those uh those those uh very very extreme thresholds and you're getting a lot of quality de degradation this is not how the cv1 usually sounds right I've got previous videos on this channel where the audio does not sound this bad uh now today's video is about guns and other types of interactions that we weren't dealing with last week mainly because uh last week was kind of talking about the overall systems like the attachment system and all of that good stuff and this one is more using those systems which does also mean that there is not as much polish in this stuff as there was in the last uh video and the stuff with that before we begin I just want to show you something that I was going to show you in the last video yes it's a this is really fun thing I'll take a bouncy ball and it get back here it's this it's this it's this pipe over here just just for fun just for fun right just for testing we've got a we've got a Mario pipe because of course right just some form of transportation I absolutely just love having little random physics things in my games but there you go go yeah you've got a nice transport pipe uh but there we go woo heyo so yeah you can just press the button and you get transported up uh but there we go some ridiculous stuff uh there is also some uh removal zones but I show you one down there there's one over that side um that side over here uh no I don't want to take a a ball but there we go look if we take one of these explosive GS blanket here and 1 two three kabo it's gone wonderful beautiful right there we go yeah I I wasn't able to actually push his sword out of the way um but there we go right beautiful right let's have a look at this stuff here uh I have made a mistake and not corrected the things here uh let's talk about a bit about the attachment zone system uh well actually we'll look at guns first so switch over to my camera thank you and uh here we have guns of course uh we've got a few just test guns we've got some none of these models are mine I haven't done any custom work I need to do some custom work they've there's performance issues right now um but there we go right um you get all the the usual stuff so we've got the the nice sort of Mac 11 whoes we've got a little toy version of that uh we've got the toy versions of the 1911s we've got the 1911s themselves and a longslide version of that too and then the Glock names uh will be replaced of course uh in reality um the thing with guns is they are a little bit overly mechanical in comparison to basic sort of grab grab stuff and that means that their interactions are going to be a little bit more complicated and it won't be as polished as I mentioned just now um one of the things that I was going to I felt that I would probably have trouble with though is is the actual like physics of them right so outside of the view for now we'll look at that in a moment but the actual physics of them having an outstretched hand actually you know recoil about right I'll talk about The Recoil actually it is uh it's not set it's not a set value which is really cool uh what's happening is it takes the distance from the from the actual section where the bullet will start accelerating and it performs a calculation up to the end where the muzzle is and it bases that on the actual uh the mass of the the mass of the bullet and it applies a force in accordance with how much that acceleration would have happened right um but it did end up with a pretty good result on uh and you can see because of structure of course as I mentioned before the hand gets thrown back in ways that you're not used to uh with with guns right uh with the guns in other games maybe right now let's talk a little bit about the magazines and everything so there's the usual mechanics of you grab a magazine you slap it in and uh you can just click to actually make it you can see the pauses aren't done at all so ignore all the hand finger pauses that's all just the basic stuff it's the same thing that you'd get when grabbing anything else like that's the exact same pose right now I can't believe I just knocked them all over hey stand up oh dear oh dear right um but there we go right the cool thing with this is that it is actually a physical slide system right my voice is jumping around a little bit today um but there we go right so this is an actual physical slide and you can see here that the bullet take them bullet the magazine doesn't just slap in right so you can actually place it right there and slide it slowly in right and you can see there's a number there that the count of the bullets so it's really cool because you can you can actually check your bullet count just like that I'll probably change the visuals and everything and right now they're kind of going through things as well uh usually the the actual renderer for for fonts like this the text mesh Pro usually doesn't have this problem only the default Unity fonts have this problem uh text mesh has this problem but uh it has the problem I don't know why that's what we get now there is actually more of a problem with putting magazines in there and this is where things get a little bit complicated right if you were to slap the magazine right in right you would get this right and that's a problem because when when when you actually get to that point you can't move the hand any further because it'll Collide right it'll it'll Collide here in fact even in reality I can't move my hand any further than that which is a problem so what I have is what you would actually do in reality if you imagine right now if you're trying to put a magazine into let's where where's the actual camera if you're trying put a magazine into there what you would do is you'd slide it in and then you'd actually push it with your fingers right you would push it like so and just slide it in right and that's exactly what happens here so as you're pushing it in the actual position as you hold it here rotates and you can see the finger paes don't do anything but that's what actually happens here and you can see it's a slide right so if I if I actually it just fell through the oh dear oh dear it just fell through the ground because of course I don't have any of these collisions set up perfectly um I need to put some Solid Ground underneath this this is not volumetric this is all just part of the land mesh um but there we go mistakes happen every time um but yeah so that's an actual slide physical slide there we go and you can see it it just positioned nice and smoothly it's very smooth as well but there we go you actually get the ability to rotate the hand and if I if I was to actually have the finger pauses look good it would look good right and that happens on any magazine right so there we go you can uh you can for example use these and they're not supposed to be 100 they're about nine um but there we go you put it in and you can see your hand slides in position and and that's not me doing the work there that is the actual grab pose rotating as well so here we go I'll keep my hand straight in reality and you'll see it forcefully rotates the hand as well because you kind of have to to be able to actually push it in uh what you would do is actually push it with your fingers like so right in reality that's just what you would have to do there's no way you could just do this and and kind of drop it in like that um and of course that happens on other guns as well so even something like and again I dominoed them even something like this I do need to put some work in for something like this because there's no need to do it on this right so there we go it rotated which is which is really really annoying um but there you go yeah you can actually slap it around and you can knock them out quite easily now you'll notice here that there's a bunch of them just sitting on the table and they can kind of balance like that it's really really cool because you can just slap slap them in like that really really nice to be able to do that um but the slide right so the slide you can grab it and you can see that there's a little bit of a problem here with the pausing of it where it actually resets itself like so um but that's uh something I can fix and you can see that the slide is is is grabbable and that's actually a physical grab on the gun right so again no finger pauses working right and you can rotate the gun within your hand but uh but there you go it's an actual physical grab in the hand and looks good great and there we go you can rotate and you can grab the gun like so right so you can just grab it like so like that there you go did I have a magazine in oh I didn't know I had a magazine in there we go right and you can see it it's a little bit Broken But there we go right so you can slap it in and do that but you can of course grab it in another um handle in another direction as well so there we go right and you can do that and and that works because it's actually a physical grab you can do that at any point right so there we go you can do that here and do that and that's really cool because if you were to get a magazine out this is that's not oh it is it is one of these right so you take that you get your magazine out you slap it in and then you grab this slap that and there you go it's beautiful which is even better when you don't use the other hand at all so you you stand it stand it you can see they fall through the hand when you release objects I need to work on that um but there we go one hand right one hand click slap flip fire beautiful absolutely beautiful I love it right and there are bullets coming out when you there we go it is yeah it is working properly U but there you go go now how do you get ammo out of your pocket because obviously you press a button to actually store things in your pockets swap to that uh to that camera there we'll uh we'll put a magazine in this one so there we go we've got guns and then we put one thing in our pocket we put another thing in our pocket o I accidentally pull grabed that um so how do we then get get ammo out well we can just it takes whatever whatever gun you've got in your your other hand uh currently it's it's not really done correctly so again a little bit of work to do there and by using the other button instead of your primary button which will take out your gun instead you can I'm hover grabbing everything little bit of work to be done but instead you use the other button the secondary button on the controller and now you grab out a magazine perfect right oh oh whoops wrong magazine there we go right and there you go it's it's beautiful it works perfectly right so if I want to take out two guns I can take out two guns otherwise I can take out a magazine which is of course the wrong type of magazine because I last grabbed that gun so there we go yeah so beautiful right absolutely beautiful it's beautiful and there we go right but there's something even cooler than that right which is actually this other pocket the other pocket doesn't have magazines and and I can I can control this I can probably set this up later on down the line you can see today's video is a little bit simpler it's a little bit straightforward we've got some cool things going on around us but uh there's more cool things coming from this machine here um but there we go right um there's something cool in the other pocket and the other pocket contains grenades right so this is where things get a little bit unusual uh in comparison to what you would normally see in in a VR game right oh oh it missed I thought that ladder would hit the boxes but there we go right in comparison to what you would normally see in a VR game normally you've got all these physical points and you're kind of trying to match move everything exactly but this time I've got grenades in one pocket and uh I've got magazines in the other and you can see they do hit the end part a little bit there I need to work a little bit on the actual joint limits but it should be fine it's it's fine don't worry about that we've got work to do I'll get it done right but why is this really cool well it's really cool because you can then dual wield right and you want to see this in my camera view right so you're there dual wielding you're dual wielding you're ding you need to get some ammo out you grab it from your other hand right and then you can carry on or of course you can just you can just uh plun that in your pocket and then take out the magazine and throw that into there and then carry on you'll we or with the other hand you can put your gun away grab a a grenade throw that and then carry on right even if you're single hand wielding right it's really really cool because you're there you fire fire fire you throw a grenade and then you just carry on right and you know exactly what game I'm kind of replicating the mechanics of right it's really really nice so you've got the gun there you you fire fire fire you throw a grenade and you just carry on and you can technically fire at that grenade right you can actually blow the grenade up while it's midair as well so you could try if you roll that I haven't actually lit the grenade but you can just fire at it and it and it explodes here is the sphere this is just one thing I I'll cut into the guns for now right this is the sphere oh oh I do have a a pistol in the other hand uh this thing is really cool right I really like this we're going to zoom you out this is really nice it's got an entrance way here and it's just it's this is the bubble right it's just one of those floaty floaty bubbles that you've seen before it rolls around right um it rolls I don't want to lose the hole here so yeah it rolls around and uh you can enter it right so you can go through this this section here let's uh yeah there we go and now within this bubble I can run around but it's really cool because this is using my new buoyancy system now my old old poony system uh used the usual the usual stuff wherein uh it depends on the weight of the object um as to how much force yeah as to how much force applies to the object that was in the water so um let's say what have we got here that's floaty you uh these guys are Floy in fact those barrels are Floy as well wo are they floaty yes so they're floaty now the problem with the regular buyy system is you try and Float an object by applying upwards force and the problem with that is if you've got a very light object let's say it's uh it's 1 kilg just 1 kilogram then the amount of force you apply going upwards to keep the object a float is 1 time the gravity acceleration right to to cut out gravity which is only 9.81 Newtons the problem with that is 1 kg is not going to then float when anything heavier than that is attached to it so for example if I was if I was hanging off the the ball it would just sink right you can see it's sinking technically I should be able to float with the ball now this is my regular buoyancy system but what's really really cool here is that that box over there this box is actually lighter than that ball and as you can see I can climb on top of it and it just floats right so there we go it's just floating on the water right despite the fact that it's actually just as light as that ball that we just looked at why is that is it applying more Force no it's a new system that I've been working on for buoyancy that allows even the lightest of objects I can make it 1 kg and it would still it would still float just like that and that's what's been applied to the new to the ball over there come on there we go yeah a little bit of weakness there I need to control my uh my forces a little better uh but there we go so that's what's applied to this ball right so this is using the new buoyancy system I haven't applied it to all the objects only those green boxes over there and uh as such yeah yeah there we go as such we can get this ball onto the water and there we go it's really cool uh this is using the new buoyancy system which means not only do I have it going completely deep into the water before it can even apply the forces but it can apply the forces completely even on the surface of the water I'm falling through the hole o o come back here come back come back here oh get back in there there we go there we go right yeah it can apply the forces even with a very very small amount of depth into the water and you don't get any bounciness you don't get the awkwardness you can see this in like some of my very early videos where I tried to do a buoyancy system and because something like um a robot is only 30 kg and my player currently is about 70 kg um you end up with the boat Itself by itself either the boat floats naturally and then you sink if you jump on top of it or the boat bounces around when it's not uh being pushed down by something heavy so this is kind of The Best of Both Worlds it solves that problem and of course I'm falling down the hole which I should probably just fall down now cuz we've had enough fun in the water let's get back to guns there is a a bit of a problem with the actual attachment system currently because the objects that are attached to my body do not get um do not get detected by buoyancy systems so if they're too heavy like the Hammers um they then cause me to to sink I can't actually swim while attached even though I can when um when the object is out uh speaking of attachments so as you know you can put attachments on these uh these attachment points but these are physical points right so so these are actually just separated from the actual players holster systems this is not an inventory this is just a set of attachment points currently there's going to be some connection with inventory later uh inventory I don't know how you want to say it however you want to say it the cool thing with that is you can then attach it to other things right so there we go these points are not set up correctly um but there you go you can see that the attachment points work on other object as well right and that's actually weighed this thing down as well so if I move this over to here oh no my uh my measuring scale is over here so you can see if I take the guns off there we go and then you look at this you can see it's a 10 kg Barrel right that's 10 kg perfectly fine and then we put it over here there's your oh stop [Music] moving there's your 10 kg you put this thing on there and you can see 11 kg right so that's actually weighed the object down and it's weighed down there not just all together but it's weighed down at that position it's really really cool because it means I can actually build objects now that are acting like containers so we've got here we've got this uh this this suitcase over here which of course looks very very similar to something you would find in another game which is where you wear a nice uh you know dress suit and you go around and you can switch to different costumes throughout the world and your target is a human being right yeah it it it's got that nice style I did some nice texturing on my own little custom suitcase but there we go we can open we can we can open there we go we can open that and there are some attachment points in here and you can see here container big container and container big is actually a big attachment point and we can see that with something like a large weapon so what you can do is you can attach them there and then flip that closed and now I've got a suitcase that I can transport around flip that open and there we go we've got gun access right there absolutely beautiful it is beautiful and it's really cool because it means that I can then store more weapons on my body I can then store weapons on my body like so like that right you can just put put weapons on the attachment points that you do have and uh and then you just carry on and you've got extra guns in here or extra objects or whatever you want to store right unusual business but there we go now it's really cool because because we can also put larger larger guns in there as well so yeah there we go you plunk that in there yeah they they're not positioned perfect perfectly but we can solve that later and now you can see that I am actually struggling to lift it up because now we've got quite a bit of weight in there but it's really cool because of course we've now got a suitcase we can transport and we canop drop it here knock it open and then slap that in and then right and now we've got a gun beautiful absolutely beautiful these things don't don't explode yet by by gunfire so uh a little bit of work to do there but there you go right and uh yeah it it looks great it works nicely and again this is also a slide you can see there's no there's no immediate attachments right look even when it actually goes in it's not immediate I can slide it right out but there we go then it sticks in right it's very very nice it's all very it's all very very nice right I love this new system system that I've written for this once it's polished it's going to be so cool oh my goodness it's going to be really really cool but let's get over there we'll have a look at the vending machine because there's more to it right there's more to what we just got we just stored some uh some some cases some bullet cases whoops sorry about that people right now what's all cool about this right so there's some more cool stuff going on what's with all these colorful objects well what these are are in fact different magazines for the same guns so we're going to need one of those uh one of those yellow ones and this is where the custom listing stuff so this is very similar to the physical properties stuff that I did in the last video right where nothing no magazine in where it actually has some more properties to each magazine type and to each bullet type right there's a little bit more properties going on and what they are is different types of magazines that fire different types of bullets these are the regular magazines which are the ones that you'll get out from your pocket if you if you have if you get you use a magazine pocket right and then these regular bullets come out of the gun right a little bit of a spark they hit the flying bullet these are the rubber bullets right these are toy bullets and the same with these two uh colored ones here there we go and you can see this gun is not designed to fight this is a little bit cartoony but that's fine I don't want it to be super duper realistic I just want it to be fun um and this is a little bit cartoony but it fires these these these bullets right these are not explosive bullets these are not being fired by an explosion by you know the the gunpowder uh instead they are being fired by pneumatic mode right so obviously if you fired them with the proper gun that is designed to fire pneumatics you get a proper shop right and I think I need to go for lunch for dinner now so I'll be doing that in a moment but there you go you now get proper shots coming from this but is really cool in fact if you grab the regular gun if you grab the regular bullet magazine and you slap that in the toy gun and now it's going to use pneumatic shots to fire the toy gun to fire the real bullet so now you've got real bullets being thrown out spat out and there's some accuracy on purpose right you can't fire these are just absolutely not designed for that it gets even more beautiful though right uh you can of course use different colored bullets so there we go we've got blue ones we've got red ones and then we've got we've got this now these are actually plasma bullets uh there's still a little bit of of work to do I I want to figure out what should come out of a regular gun if you were to try and fire plasma shot would it just explode in your hand probably um but there you go right you slap a plasma magazine in and ignore the sound I'm just using whatever sound effects I've got right so there we go now I'm firing plasma shots from the regular yeah so there we go we've got we've got this uh this plasma shot and of course it's even fun it it's even more fun when you slap it into one of these right because then you've got got slow moving plasma shots look at that it's beautiful oh it's beautiful it's it's much nicer though when you've got one of these right so what you want to do is you want to get a plasma magazine for a Mac and now you've got nice little pattern things let we go plasma being F it's so absurd right you drop that there plop it into here and now you've got a plasma firing Mark right a plasma firing Uzi you can see a little bit of Trail trouble there but we'll sort that out later right absolutely beautiful and of course these things have their own little uh rubber bullet mags as well so again you can find those really nice and I think there is no these aren't these aren't different colored ones I didn't bother with that but there we go right um but there is another type of magazine here as well so if we take one of these we've got a nice uh nice Glock over here and of course we've got the regular magazine right fires the regular mag and then you've got the the rubber bullets which fire those and then you've got the green mag now the green mag is really nice because again this is me just playing around with the possibilities of what this system can do which is of course that this is going to fire something completely different front a balloon it's the balloon magazine so there we go now we've got um balloons that are attaching to each other and that's a bit of a problem by the way so I'm not going to allow that to happen you get out of here there we go and there we go now we've got we've got those balloons once more beautiful and I think that's what the Shader is yeah I told you that Shader was not very performant you can see now it's actually hitting my frame rate again yeah I need to I need to sort that problem out but there we go now we've got balloons and they are actually causing this thing to be pulled up it's beautiful of course we can just get the other magazine out there knock those out you got lots of confetti there beautiful absolutely oh I've already got a go absolutely beautiful but there we go now we can actually shoot some uh some no I don't one of those um now we can actually shoot and we've got a nice pink magazine here same thing again there we go we can shoot some targets out beautiful so now we just take a gun we can and of course I I really want to show this off so we've got the old uh we got a gun we've got a magazine in our packet we slap it try that again we slap it in throw that flipflop and then fire at these balloons B uh loons beautiful we slap that down on the floor and we can do it all with one hand right so one hand on the table the other hand slap the gun in flip flop flippity do beautiful I love it I am going to put a cut here I don't think there's anything left to to talk about but we'll we'll cover everything um just to make sure I'll go through everything here uh again but I think that's the end of this video it's absurd but there we go uh there is of course a little magazine cleanup box here you can just put it in and throw that it's time for me to go I'll see you guys in the next video um uh bye bye bye [Music] diff --git a/research/sources/nimso-transcripts/D4SfYp2e1oI.txt b/research/sources/nimso-transcripts/D4SfYp2e1oI.txt new file mode 100644 index 0000000..9af1381 --- /dev/null +++ b/research/sources/nimso-transcripts/D4SfYp2e1oI.txt @@ -0,0 +1,3 @@ +# PROJECT TX / HYBRID Engine - 3-DOF FULL TILT Player System! (D4SfYp2e1oI, 1264s) + +[Music] it's me nmo welcome back to another VR video today we are back in Project TX I know it's been a very long time uh since the last video uh there have been many things to be done in the personal world so I got them done yep and uh so here we are now there's not many upgrades that I've put into the actual project uh recently because uh just been up to stuff but uh that doesn't mean that there aren't things that need to be answered uh questions that need to be answered so recently there was a video Woo from a channel called uh mind Palace of M Madness and uh that video led to a lot of people seeing this project and seeing my channel and seeing my work which is brilliant that uh really useful actually and I've seen quite a large uh increase in viewers recently uh which is brilliant there we go now today's video is not just going to be about uh answering questions although that's what I am going to do um it's also got a mechanic that I wanted to show from a while ago um when I say a while ago I mean it had to be implemented right at the Baseline of the of the game systems but before I do that let me just answer a few questions so the first one which is very important is what on Earth is this because a lot of people have been wondering is this an engine is this a game what's going on here so uh I've got these two posters here which are completely pointless there we go we got one over there uh which I can't see there we go that's brilliant right okay so there are two things that you need to know of in terms of names one is the project TX which is the name of the game that I am working on uh that's what this will be this uh these systems will be working in in in this game project TX this is just a temporary name for now I haven't really thought of a name uh well actually I kind of have but it'll be known to you later and then on the other side here we've got hybrid presence engine hybrid is the name presence engine is something that I've been trying to coin as a term for a while since I ever started doing um uh the full ragd doll physics based systems uh for project TX before the first video that says project TX on it actually it it was called present system before um but it's not really one system anymore it kind of handles everything you I've got Locomotion systems I've got full body systems all the body posing and everything you know I'm being able to do this and go into actual crawl all of that I've got the body adaptation systems all the ragd doll all the physics everything right it's all connected it's all there and the ability to actually change and and adapt into different body systems like this body shapes and whatnot you've seen all of this and it's really cool I can become a Mario and it actually moves correctly you know uh if I zoom you out a little bit you can see me actually kind of moving properly and even the jumps and even the feet move in a natural way right which is all brilliant it's all beautiful that's all this what I'm calling the hybrid presence engine and uh some people wanted to know is this going to be is this going to be available to other developers with go on the asset store and stuff like that now what I want to do is I don't really want to put something like this on the asset store this has taken me let's say just under a decade eight years of of VR you know eight nine years of VR work and Innovation all kind of Amalgamated into this one thing which can do all of these things all at once uh so I don't really want to go with the standard method of putting out an engine or putting out some asset it's not really as simple as that what I would like to do is I'm I'm considering the possibility of Licensing uh down the line once I've got a kind of game out here you know uh on once there's there's an actual game going on but that's uh that's for then and now is for now now for those of you who have seen this area before or have watched a bunch of the videos you'll notice there's a few large structures in the background that have been added here that's what I was talking about earlier where there's there's actually quite a few things that were there before but you haven't actually seen them but one of the other questions was about whether this system can handle something like gorilla tag uh so there we go we've got all the body adaptation you've seen the shapes and stuff and I decided Well you know what I'm not going to just answer that question I might as well show you so here we go I'm going to switch into a custombuilt character model it's not exactly it's not exactly a char model it's not an actual Avatar model it's just one that I've built out of the colliders what you're looking at is the actual shapes of the collision and you can see the hands are a bit too small but that's fine they still work and if I just go into a Crouch you can see there we go and now I have actual gorilla tag style mechanics and I can actually grab things right so there we go I can grab things I can lift things I can lift oh this is very heavy but there we go I can actually lift things grab things you know move them around there we go beautiful and I can even grab guns for example there we go have we got a magazine and try and put that in there we go a little bit of spin there but there we go beautiful and it works brilliant so there we go I have actual gorill gorilla tag style mechanics and just a simple character swap there we go oh brilliant go away we'll just grab grab this ladder grab that ladder and up we go oh I keep I keep messing up cuz I'm not really I'm not really used to this uh this character I just added it for the sake of this video but there we go right so the ability to actually do exactly what was being asked uh yeah there we go right so gorilla tag style mechanics it's absolutely brilliant it's all possible I didn't need to add any mechanics to the game or anything like that it's just a simple matter of switching out the Avatar you know actually using something like that now what other questions have we got on the board there is one about whether other companies can do okay I'm not even going to bother with that one it's it's kind of like um is it would it be cool to take something like this and and push it to a AAA standard personally I don't think that's um that's the way this stuff really where it really shines um where there's all this sort of additional polished stuff surrounding it it's more raw Everything feels much more fun when it's just raw here's the mechanics there does there doesn't need to be an on top of it an overly overthe toop High resource uh beautification it's much nicer and much more natural when you see it in its raw form um another question was actually about about swords and stuff like that so let's just pop over here and uh people were asking obviously I've got the stabbing system which I wouldn't be able to stab here did I stab it no there we go got it into a barel there we go um so someone asking about the stabbing system you know the the material based physics material based stabbing and they were wondering can you actually just that's a standard physics problem right there can you actually just stab yourself and uh that's a great thing for the YouTube algorithm right there uh for me to say but uh I don't even need to you can you can just yeah I showed that in in in one of the later videos as well but I think someone commented on a on a YouTube short so that wasn't in it um but it was it was from the same video so there you go um but there we go yeah some cool little things that you can actually do and technically you can just do it to yourself like this as well uh I mean I could just whoops let me try and do that one more time yay there we go it's stabbed right brilliant what are the questions have we got before I show you the cool thing right okay so there we go full body tracking right that's all always a good question um yes the answer is yes it's not the short answer it's the answer answer basically I have been you you'll have to see one of the earlier videos for this um I've been working a little bit on on actually adapting each of the extra bits of tracking to work properly it's not as simple as just adding a full body tracking it's like if you have legs for example that are tracking what should they do when I'm locomoting like this right this isn't me physically moving in my space this is me just floating forward effectively in in the game World while in the real world I'm just standing in one place right it's not uh it's not something that can just happen how do the legs interact with something like that it does it work properly and uh and whatnot but uh but yeah so that's just it's just one of those things you kind of have to have adaptation for everything and I decided I'm going to do a lot of that before I start showing off things like full body tracking and whatnot in uh in the project but that's all stuff to come it's it's something that you will see quite a bit of once I get stuff in but right now it's a matter of setup and I've I've had a little bit of time away effectively uh before before getting that done now let's pop over to here because another question was about NPCs this actually came from that YouTube channel that had recently talked about the game and uh so you can see this this purple guy here purple guy over here this guy is a ragd doll you can see he's just literally there right he has his arm very good excuse me you look away yeah he's got some Idol animations on him you know he can actually stand he can he can he can stand he's very very balanced uh except for when you manage to push him down sometimes he will fall sometimes he will survive you know so yeah you can grabb him from the head and you know there we go drag him around it's really nice to be able to you know drag around a a ragd doll and uh yeah he has a lot of St stability to him basically you know you can push him around and it's it's quite uh he's quite strong as well in terms of strength actual strength the way this works is this is using the exact same thing as my actual player ragd doll so in terms of strength he has the exact same setup as me right which means also that you can swap out the Avatar now I can't do that right now there's a lot of things going on here that are not running in this build right now you know he just idles he doesn't walk around he doesn't idle uh he doesn't kind of glance around he doesn't do combat yet or anything like that it's all just disabled if I were to run through the jengle blocks if I were to switch out to someone a little bit more strong it's a little bit more fun because then you can knock him out I love it right and then you can kind of grab him and throw him around oh I've got his arm there there we go beautiful it's absolutely brilliant does this oh I missed yeah that thing is just for testing but yeah you can see here it's absolutely fun it's brilliant you can grab him like this and just swinging him around brilliant and his arm is a little bit broken now come on fix your arm fix your arm there we go you have fun and uh there we go so there's more to come with the rag dolls the way they work is that they actually do exactly what the player systems do as well uh but of course they are fully capable of falling down and everything like that which leads me on to the new stuff which is also very old stuff it was in since the very beginning of the game's uh game character controller I can't even speak today it's one of those things which is full tilting I call it full tilting in my uh in my in my settings here so here we go settings Full Tilt I don't know if you can actually see that on the screen but you should be able to uh nope I have no idea right full tilting I'm not going to switch it on right now I want you to see from the outside Bo there we go and what it does is currently it well it allows me to rotate the actual character controller so again this could be full physics in fact up until now right now the entire player system is a full rag doll no Collision exists outside of the rag doll that you're seeing here um so being able to rotate the player is just a natural part of that and I don't know why it's taken me so long to show it off but uh it's one of those things that's what you do so here we go if I switch it on and right now it's just for tilting based on the ground but later on it will allow you to do a lot more than that but but right now here's what you can see is as soon as I walk on that surface you can see it tilts me it's absolutely brilliant right it's beautiful there we go right and that is cool because it means that wherever it it doesn't affect gravity right now either so if I were to go over to here right and uh for example this bowl let's just get you rolling get you rolling and uh then as I stand on top of it whoop it trying trying to balance oh it does correct me right it does correct me as soon as I land uh or at least as as soon as I've gone in complete midair right it corrects me so that's not it's not a problem you don't completely fall down right now although I do want to add something like that but it is a bit heavy on the um on the head on on your real head right it's uh it's disorienting to say the least uh but it's really fun to do and of course that's what all these random large Spirals and everything are about I actually took these models from the 360 chicken game that I've been working on please do check out my channel to see more of that um but until then let's just let's just try and right I'm going to try and stand on this as I tilt and then there we go now I can have a lie down brilliant it's just it's wonderful I do want to try and run something that'll actually allow the player to fall down like that but uh but until I've actually done something cool uh we want to see something better now if I were to try and run up those ramps as a regular Joe then uh you know I would fall right down so what we actually need is to switch to Sonic which is brilliant cuz now we can run real fast and of course we can tilt on the ramps and stuff like that so there we go we can tilt oh I moved the camera the wrong way every single time and so now we can actually tilt on the ramp and of course jump right off of it right which is brilliant because if we were to go over there jumping over the pool hell yeah so now we can actually perform the full loop is the camera in Zoom mode yeah it needs to be quite zoomed out we can now perform the full loop and of course run the whole thing it is insan insane this is beautiful so there we go now we've got an actual Sonic game running in VR just just by switching Avatar it is beautiful and of course we are still in full physics we're still full ragd dolls we can still grab things like this and run with them and uh Carry On Running woohoo it's just right down and there you go right so you can pick up some guns you know be running upside down it's absolutely beautiful this is insanity and this this was in since the very beginning of the project because it had to be right for example for the legs and stuff like that all the additional systems that work on the character controller need to be aware that the entire character will be rotating right the entire player system can rotate so it's not as simple as just adding it in later I had to do this right from the very beginning and it is absolutely beautiful wooo and then we can Skydive and land flat face first into the ground dive into the water switch back to normal and there we are beautiful it's absolutely beautiful how do you like that ehy it's absolutely wonderful for everyone who was waiting for a new video I do apologize it is not exactly what you were expecting but it is pretty cool nonetheless I hope I've explained a bunch of things that are really need that needed explaining to be honest um but it's it's one of those things it's just I haven't had too much time to work on the project itself there's a lot of other other things to be handling including for example funding woo oh man I love running around and jumping around like this um so including dealing with the funding and and documents and stuff like that there's a lot of work to be done but uh in regards to that I do have a patreon so I really hope if anyone can join that if you'd like to uh join that go ahead and check that out I don't post as often as I used to recently but I'm going to be reposting again I'm going to be speeding up all of my processes because now I'm back I'm back at work and uh it's going to be wonderful right so there was things that I needed to get done but until then uh until now I have been uh been a little bit slacking uh but there we go right it's just how it is let's just get one more Loop in here before I let you let you go and have your tea because it's tea time for me anyway so I will see you let me switch back into the normal character um I'll see you in the next video when that comes which will be very very quick because I've got some ragd doll work to do and some other things to do do check out my patreon and check out a lot of the other videos around this because this one didn't show you everything that has been shown there's a heck of a lot of stuff going on behind me right here uh so see you in the next video uh yeah I'll see you in the next one goodbye [Music] diff --git a/research/sources/nimso-transcripts/DMn0P3K85jE.txt b/research/sources/nimso-transcripts/DMn0P3K85jE.txt new file mode 100644 index 0000000..7f42189 --- /dev/null +++ b/research/sources/nimso-transcripts/DMn0P3K85jE.txt @@ -0,0 +1,3 @@ +# rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR (DMn0P3K85jE, 957s) + +it's me NIMH Sony welcome back to another video today I'm playing the hybrid experimental sample demo number one so this is the first demo I'm making that's released or is releasing on the ETO page so have a look on there once this video goes up so what I've been doing I've been working on the actual sandbox physics for a while and it is something that I've been sort of wanting to do and had done for well a long while ago I made a working you know physics gun that actually works logically with the rotations working properly and everything it is something I've been done before anyway and I've been working on improving all the sort of physics for the buoyancy system for example and as well as that I have been working on some other physics and mechanics as well and when I say mechanics I'm so more talking about the actual character motion so character movement is something that I've been working on and getting it as good as I can so it's so of as reactive as it should be and the character himself should work as if he's part of the world everything sort of works properly with proper forces coming from every every direction and everything now the other thing you'll notice however is that this character isn't just a standardized character and what I've been doing for a while now and I mentioned the I mentioned in my earlier Twitter posts a while ago about the AI ragdoll systems that I've been working on to make a simplified version of my rag doll character motion for the AI and that's actually what's going on here rather than using the VR present system which is what I'm working on the overall sort of present system as we've seen in the previous video if you haven't seen that do check out the hybrid presents video which shows how all these sort of physics based character movement works in VR what this is however is the player is actually an AI rag doll so this is how the AI ragdoll system works able to actually sort of physically grab onto things and that's exactly how the hybrid system works as well where I'm actually physically lifting my body up and everything like that now there are some heavy objects like for example this or here pull that down II it's actually too heavy for me to pull down really yeah there we go and so yeah you can actually see how my body saw these gets pulled about as I move it however of course we do have a physics car so yeah you can freeze things in the air as well and of course the other thing I can do is actually change the colors of objects yeah let's have a look at the menu here we've got some simple aprox boning here just basic stuff like the boxes they come in different sizes as well and you can actually change the scale of an object that you're lifting before you spawn it sorry and the the actual objects themselves you can remove them as well from the scene so let's let's have a little bit of messing with the actual physics itself now each object has its own base mass but you can actually change the mass I had limited it I believe to 999 yeah I'm probably gonna increase that to 9999 just to just add some sort of fun to the system make it a little bit more easy to play with to actually activate these settings the objects themselves when you spawn them will be default when you click them unless you activate these settings with the little checkbox next to them and you can of course play with the buoyancy as well so let's just show you the basic sort of systems here if I spawn a very very light object so we'll go with a mass of five little box here plunk it on the end it'll probably not even go down there we go yeah I thought that would be the case we'll switch that off spawn a larger box and I'm going to need to get onto that now there's a little bit of problem with the actual grabby system I'm not able to actually climb up on top of things and I'll be working on that just making it sort of work a little bit better but for now you can see for me you can see that that actually works and of course you can actually grab things as well as this off throwing falling about in the app and let's have a look at how buoyancy and stuff works too we can of course roll these objects around - and these are non buoyant spheres by default the sphere is fully buoyant so you can throw a ball in there and you can see that's a buoyant sphere and of course you'll also notice that when things hit the water they actually roll about this is a based on pure physics pure real real world physics so things like this do they actually roll over the top and of course they do actually bounce over the top of the water as well if you really throw them fast so you can see actually rolled over the top now that's based on real world physics essentially what happens is the air friction is obviously much less than the water friction and while the object is half way into the water like this sphere here you get less friction above more friction below so there's more of a force pushing back below and as a result the object rolls over the top and that's what happens with things in real world you get this sort of roll field and of course I've just saw this little sore area here which is a replica of the sandbox area they test test area from Mario Sunshine and of course these are standard test area for a gmod map as well and this is all just recreated from scratch I just saw pre-built it and now you can't change a few of the settings as well so you can switch off all this or basic stuff thank you Wow I have not fixed the mouse control I'll fix that before I release this so essentially when I switch the vsync off my mouse is going super slow because the game is actually running at such a high frame rate anyways I'll fix that not no problem and so I have also got some underwater effects and of course if I switch the motion the depth of field on you can see other out actually works underwater and it's really nice now you can swim but you can't actually jump out of the water you can solve launched out by accelerating from underneath and of course you can stand on things that are buoyant as well so if we move this here and throw that in the water drink you can see that these things are buoyant now you can change the color of them as well this is however much lighter than the character by default so if I stand on it now it's just gonna get pushed into the water at which point obviously my character will stop and you can see when I jump off things my feet kick them fast and they actually launch off into the into the ground there well so let's move over to that side there and by spawning a nice platform here and then I'll just flying carpet my way over so you can see here just a pretty basic sandbox area to mess around with and you can see his feet or flailing about the entire character is a ragdoll 100% rag doll so if I spawned something that is really really heavy for example I'll make a really big box and you can see I don't I'm not I'm just not able to pull it about now there's a little bit of glitching going on with the hands and stuff and you'll notice that it just saw unclamped from an object when it gets too glitchy and stuff like that they feed themselves don't actually hold the player up and I'm gonna work on that as well but for now this thing here I'm just gonna cut that off and drop a sort of a 300kg platform instead so you can see here this platform does float and you can see it tries to roll as soon as it stops or starts moving there but I can't actually stand on this one so there we go nice and stand able and of course the system itself is unities on system so everything sort of pretty fast in terms of physics because we're using in feed Nvidia physics and I've done this in the past I've shown this of when when I was testing this buoyancy physics implementation I've shown where I just sort of spawned hundreds and hundreds of objects and the system is is definitely capable of just handling them all and you can see that all works quite well the other thing you'll notice when I jump off an object is it doesn't just get kicked down it gets kicked in the in the opposite direction that I move and that's again that's pure physics based logic so as I'm moving if I run and kick off the floor the floor will get pushed to the side as well as downwards and that's more obvious when you've got for example a heavy sphere so if I won't make a sort of x three ball there we go and then jump on that and you can see he just sort of walks about and it starts spinning and just standing on it obviously causes it to start rolling about now there's some objects I've got thrown over there let's just move them over to there there we go and let's do some little bit of physics messing around here so if we spawn I'll use the 300kg it's a nice sort of basis base mass and we'll drop an object there and we'll drop this time a longer platform so we've got a twelve by one and I've got a seven by one I should probably just freeze that in place so I'm just gonna freeze that in place in fact there we go now I'm not gmod it's a little bit different in terms of freezing things and I might change the control for that but I don't know if I will essentially when you drop something for example like box here and you want to freeze it in air you don't just right-click and let go if you do that this will happen what you have to do is actually be holding the right-click when you let go of the of the main click now you can change these controls they're all part of the standard unity system I have not tested this on a hand controller did I just say hand controller I have not tested this on a gamepad or anything like that so it might be a bit problematic with that let me drop another platform again and this time I'm gonna make sure this is frozen in there and of course you can see here I can't actually solve pull the platform down as well like this with my hands so I can just sort of throw it down stand on top of it really cool I love this thing so let's make this a really heavy box now we'll drop a nice heavy heavy box doo-doo-doo and just sort of spawn it right over there so this is all stuff that you can just play around with whatever you want to do we're gonna make this really heavy box fall on this platform here while I'm standing on the other side they do and you can see how it just sort of falls down as I walk on top of it everything so physically accurate to a certain extent and here we go I nearly made it falling of course you can just sort of grab onto the wall at any point if you want to as well and you can just grab onto this and it's really heavy you can see there my hands glitching my head comes out of where the camera is I wanted to keep the camera a little bit stable now you'll also notice there's actually slight head bob as you run it might not be obvious on on the video there is very slight head bob as you move that's actually not a program thing or an animated thing or anything like that that's because the feet are actually hitting the ground and bouncing off as a result so actually you can actually physically see the bounce of your feet as you move it's quite quite fun stuff there's a lot of things you can just mess around with here you can't spawn the armored just are there that's about all the sort of custom models I made and the other stuff is it's pretty basic stuff so we've got cylinders here and now these cylinders unlikely a typical unity cylinder don't just have sort of capsule colliders they do actually stand on their selves there you can see go so they do actually stand and then of course you can just push it over like in Mario 64 yeah I do a lot of stuff with Mario 64 and I really love that game anyways so that's that and that's pretty much everything you can just off grab things as you saw swim around and if you hold on to these really buoyant things that Hevy you'll actually just sort of float up as well so you can't just pull that down and hold it down you can see I actually float up let's see what else we can do with this I can't really think of anything else to to mess around with in terms of physics we can just drop this thing down here and watch that roll down I have done a bit of lighting effects as well so if we drop a platform here and slide over to this side I was a little bit faster than I expected drop another platform there we go you should probably just do that the whole way and you can see I've messed around with lighting get these sort of bloom and stuff working quite nicely as well if I switch on all my settings here you can see it's a really nice sort of claw when you go into dark spaces and of course the HDR tone mapping just off re remap star as you walk out into the into the brightness as well and that's I believe that's pretty much everything you can sort of do a few of the settings here for quality settings and you can switch off shadows completely if you want to Nvidia vineya as well I just made sure that these things especially that and motion blur is one of those things that a lot of people don't like so I made made settings made sure that you can switch him on and off and of course taser is a restart button if you want and that'll bring you back to the level with a completely reset yeah so have fun with this this is the sort of hybrid physics system for AI characters so what I'm doing is the non VR player is going to be an AI character you can see I haven't done any animations on the hands in fact there's no animations are told the feet just move by mathematics my own solve logic system as well there and so they're not exactly perfect and you can see they're sort of launched about and they're a little bit floaty a little bit weird as you move but yeah so the non VR character is going to be using the AI ragdoll system and these are the ragdolls that you'll be able to push around in the VR system so the same thing with the actual main characters as well you'd be able to just off push them about like that as a VR player so obviously the VR player would have a little bit more control over their hands but it all works in sort of the same system so yeah hopefully like the video hopefully probably haven't just skipped through the whole thing but it was a bit of a saw a descriptive video not not exactly just a quick quick video and I'm fun playing this here because I've had a little bit of fun playing it one of the problems with making something like this is you end up playing it so often while you're while you're testing it that you waste a lot of time so yeah thanks very much for watching see you in the next one and yeah have fun downloaded this the download link should be in the description if it's not there then it probably hasn't been finished uploading oh I haven't finished just making these sort of changes that I need to make as well so thanks very much for watching goodbye diff --git a/research/sources/nimso-transcripts/Da18XBrlFRo.txt b/research/sources/nimso-transcripts/Da18XBrlFRo.txt new file mode 100644 index 0000000..d930a94 --- /dev/null +++ b/research/sources/nimso-transcripts/Da18XBrlFRo.txt @@ -0,0 +1,3 @@ +# GMod VR Remake - REMOD - Water Surface Physics (Da18XBrlFRo, 313s) + +[Music] it's me new Sony welcome back to the physics sandbox the remod physics sandbox remake of a GMod and um with specific VR capabilities as well in the last video I showed the buoyancy system that I had in the game which allows objects to not only float along the water based on normal pocy physics but uh also balance out and rotate based on their own physical properties uh in the next video in this video I will be showing the surface properties of water also one thing to mention is the new um physics gun that I have uh modeled you can see the new physics gun model here this is my own custom model I built it and I have added a line render for the actual thing here uh it's not complete that would look better very soon but uh yeah the current physics gun model is based on an electron gun a real world electron gun probably what the original gravity gun from halflife was also probably based on um that's a real tool an electron gun is a gun that fires electrons quite literally right back in game so yeah I fixed my rotation problem where I was sort of having to rotate the camera while rotating objects they also rotate correctly according to the angle that you're rotating in them something that you don't really see happening many times in remakes of the physics gun anyways over to the surface properties I've added this Splash particle effect but more importantly when I throw an object directly it falls directly into the water when I show or throw an object diagonally this is something that I mentioned I would add in the last video this happens woo it can actually bounce across the water so very much like playing with pebbles in in the real world you throw the object and you can actually get it over the top there this happens with any object of course they also rotate as they hit the surface they roll over so you can take a vending machine and actually roll it across the water look at that very cool anyways the other thing you'll notice is oh firstly the tablet now has colored icons yeah I changed the icon generator I've added some simple um visual effects here HDR tone mapping and stuff the health bar at the bottom does actually work the air bar does not so I can go underwater and it doesn't affect the air bar at the moment however the health bar does work fall damage does work um however it doesn't actually calculate based on your downward velocity instead it's simply you can see here the health has gone down but if I was to hit something really really quickly in this case the ceiling and you can see I actually zeroed out Health as I hit the ceiling it doesn't matter what you hit if you hit it really quickly you will get hurt that is how the world works also I noticed something which is a bit of a glitch in the way I programed the grapple hook in that when you grapple it doesn't actually disable when you switch weapon which of course you can use to glitch out the game grapple an object use the physics gun throw it and hey Presto I'm getting launched into the air which is a good time to show you this which is the way that fall damage Works in water as you can see the fall damage actually didn't apply when I hit the ground in water that's simply because I was hitting the ground slower due to the water buoyancy the water itself doesn't magically stop you from getting hurt in water like it does in for example Minecraft if I was to land on these steps here and um still in the water I would get hurt as if I landed here simply because I would still be going at the same speed and uh the same sort of applies as you get hit by an object so it's the exact same calculation here Force pain there you go that's about it that's about everything I've done so far not much else to show you um I can show you the no noide tool which I did finally get into the game as you can see it does actually work and when you undo it they pop out he presso right that's about it a bit more throwing bo bo bo bounce bounce bounce let's see if we can get a tire to roll over the what happened there it froze roll over the water 1 2 3 oh it rolls on the water brilliant that's about it for this video goodbye [Music] diff --git a/research/sources/nimso-transcripts/DxOV9wNglzk.txt b/research/sources/nimso-transcripts/DxOV9wNglzk.txt new file mode 100644 index 0000000..9e8174f --- /dev/null +++ b/research/sources/nimso-transcripts/DxOV9wNglzk.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Foot Upgrades and Total Wipeout VR? (DxOV9wNglzk, 726s) + +[Music] it's me named sony welcome back to another vr video today we are back once again in project dx and uh i have something fun to do over there you can see a total wipeout zone yay so uh having a little bit of fun but before i get to that i've done some changes to the feet so uh yeah i wanted to quickly test those out and see let's have a look at how it works um no this is not how it works video but how it works i also added some of my tools from the previous project tx versions um like the grapple hook sorry camera and uh of course some other tools like the the jet boosters and of course the climate thing which you saw in the previous video so let's get on with this and uh i'll probably just leave a booster down here grab the grapple hook there we go the feet are looking a lot better now it does animate according to my hands a little bit as well and when climbing that really works really nicely there we go [Music] can't we bother doing the swinging [Music] right uh because there's something additional that i've put into the foot movement system it's not perfect yet but it's definitely a lot better it also sort of tracks the ground now properly and uh kind of clumps quite well it still does a little bit of a crossy cross foot but uh i'm going to solve that eventually have a look on the platforms here and you can see that my feet actually track the ground quite well there we go and then a little bit more of climbing where are you camera hello [Music] and i've made some modifications uh to the way that the actual um camera tracking also works but uh before we do that let's just grab on to this like i said before you can do so without anything at all so if i wanted to i can just grab it like so oh i forgot camera sorry about that and uh off we go [Music] [Applause] so there we go but let's have a fly now [Music] and uh pop over here and you'll also notice that the camera kind of follows me a lot better as well the feet are still not working perfectly um when flying around but there's a little bit more physics to them as well so if i was to grab out my grapple hook [Music] and when i say a little bit more physics they've always been ragdoll but now i've changed the looseness of them so that they actually bounce around quite a lot while still having a lot of control over what they're supposed to do there we go and uh that looks great which way is it yeah i still need to put some uh proper inventory management onto this thing but uh oh actually we should be swimming in the water there so the blue little section here is uh is gonna be counting as the water but uh if you switch over to my camera we'll be able to have a look at the course uh you will notice that the castle in the background has changed yeah i'm going with that that's that design instead i've modeled it from scratch but it's not complete yet so i haven't put any climb points other than those two windows there um i will get to that in a little while but before then let's uh bring the camera around [Music] right and uh let's do this [Music] and uh we'll have a look at how good all of this works this is really fun course to run by the way yeah a proper wipeout course i've added like proper actual things so there we go oh crashed into the ceiling there maybe the camera is having a little bit of trouble there as well oh i got stuck because of that platform [Music] ow hurt myself right there we go now [Music] so here you can see as well that the ground tracking is quite quite good um it doesn't rotate properly with my uh with my standing idle yet but other than that the actual walking and everything it seems to track it quite well so there we go really nicely tracking the ground properly now there we go and try and get up here without failing so far so good yay no falling now originally i had put these things in quite fast and it was impossible to jump over one and uh not get hit by the next one along but that's not a problem now so i'm trying to get that sort of mario feel to the character when he jumps oh that wasn't a jump there we go there we go yeah so it's it's kind of okay the legs kind of move a little bit but it's not doing exactly what i want yet um still still a lot of work to do on the feet but it's looking a lot more cool than than any other that i've done before right so here we've got one of these round things you gotta go under these and then over these and then fall right off the level oh oh uh i shot something right let's get back up there no no no skipping [Music] there we go all right let's get back to it under over oh no don't follow it over under over and stay alive [Laughter] oh i love this oh this is a very fun this is a very fun course right turn the camera we've got a long ladder to climb we can always speed ourselves up there we go yeah right we've got the hole in the wall uh which uh pull this wall that's an actual or is it all holist wood actual place in england yeah we've got really weird names for places there we go i'm stuck in a wall [Music] i know your camera come round oh there i always get my controls the wrong way around right so here we go now we've got the corkscrew so these are a lot of things based on the actual uh sort of wipeout games um not perfect yet but also extremely dangerous considering how high up we are this time around oh no don't fall off no oh oh skip it there we go well that wasn't expected but uh it works as it works right camera you want to come around i always i always move the camera the opposite way that i want to move it [Music] and complete yahoo wow [Music] oh well that was the wrong way around put that back right oh yeah of course i can't put it there because that was the wrong slot there we go this is the slot i wanted now over there i put another quick test of an object i know i just kind of bounced a little bit there's still a little bit of problems with ground detection when uh when using objects that go underneath your body but other than that we have got a nice little simple ferrous wheel to finish it all off um now i'm still working a little bit on the legs as well for um for the hmm for for moving very fast along the ground as in to a point where you're not actually trying to move that fast you've just been thrown in some way very very fast now let's see if we can oh no i didn't work oh well there we go that ends that section i guess there's another way to get there of course you can always do it like this wait which way am i facing in real world oh no oh there we go right oh yeah they do actually i want to get oh oh no my gun was stuck [Music] right [Music] no i'm going to make it whether i like it or not there we go standing on top yay [Music] right yeah so there's a little bit of trouble with the feet when you blast off nice and quickly but other than that that's that um ignore uh the lonely tree just testing some climbing and stuff of course i can't climb the tree it's uh it's climbable but that's about it really other than that this is the castle and it is absolutely huge of course absolutely brilliant for swinging off [Music] and i think that's pretty much where i end this incredibly erratic video um the video has been a little bit out of arrangement but hey we managed to do that entire course it looks pretty fun and i just missed grabbed try that again there we go much better and uh yeah so that's the end of this video i guess um thanks very much for watching uh more to come in this area i'm just gonna put loads of random things dotted all over the place and we'll see how good they work but until then thanks very much for watching and i will see you in the next one goodbye [Music] you diff --git a/research/sources/nimso-transcripts/Ebp600yzSHA.txt b/research/sources/nimso-transcripts/Ebp600yzSHA.txt new file mode 100644 index 0000000..7e3f26b --- /dev/null +++ b/research/sources/nimso-transcripts/Ebp600yzSHA.txt @@ -0,0 +1,3 @@ +# How It Works 2 - RECREATED - Half Life : Alyx - Hand Physics (Ebp600yzSHA, 762s) + +it's me name sony welcome back to uh the how it works series uh now it's been a while since the last video i made on the subject it's been a few months actually since i last did a how it works video and the last video i was making on the subject or in this in this sort of series was about half-life alex and it's hand physics system so in the first video i'd mentioned how i would talk about these things in the games and then make an attempt to recreate them to prove the the concepts that i was discussing in the videos um so that's what i did now in the last the last time you saw this project itself so this is the same project i used in the last recreation video uh where i was describing half-life alex's movement system where it would sort of collide with objects around you and then allow you to move through them if you're if you're not pressing buttons and not pushing the joystick or anything like that it all i also described how it would detect when to do the fade out based on whether your head went through an object like so you can see my body would not physically be able to do this but when the head goes through the fade out would appear uh the videos after that though i hadn't done any of the hand physics stuff and i described how the hand physics works in the game which is uh the first thing we should we should talk about actually is the hands themselves now you can see they are full physics objects and as you could see before i'm able to push things about as well there we go push things about really um so they're full physics objects however they're not always looking like they're active physics because as i described in the game videos um when you are pushing on an object without moving without fake moving you're allowed to do this while you're in room scale because you always run skill moving but when you're not pushing the joysticks the hands will stay completely full physics and get stuck on things and push themselves and try to go through the wall you can see here my controller is pure tracking and the hand itself is the physics object so you can see it gets stuck on the wall however when you move it doesn't seem to do that it does exactly what it does in the actual game where it traces from where your head is in this case it's a little bit lower than the head but you trace it from where the head is to where the controller is and it produces a point on the surface whatever surface it hits where the hand will just jump to so as you can see here when i'm moving the hand just jumps to the surface that it hits brilliant and that means that if the hands do get stuck for example here let's just move and put the hand behind there you can see the hand is stuck now uh the hand is stuck there um when my tracking is here the hand simply jumps through as soon as i start moving and that only happens when we're fake moving when we're moving like this and that is there to do to to actually fix a few problems natural problems with physics first one being of course having the hand get stuck behind objects um sometimes you can open a drawer put your hand in close the drawer and now your hand is stuck inside draw because as i described before there aren't any odds or anything like that it's just entirely it's just entirely physics hands right so there's there's no arm there the wrist is is we use it as a pocket in the actual game as a result you can get your hands stuck so getting them unstuck very simply put they just skip the whole process they just say hey your hands are not even physics when you're moving using the joystick so if you wanted to get your hand unstuck from something in the game you simply move this joystick a little tiny bit and boom it just comes straight out there we go instantly um now the same thing applies when you're holding physics objects now i haven't replicated the game exactly because i kind of did this yesterday pretty much most of the work i did do a little bit of it the last time i was working on this project which was a few months ago but uh most of the physics work i just did yesterday and had a little bit of trouble doing it as well which is why i made the video today um so there we go so this is a very basic system this is basically the absolute most basic uh physics-based hand systems you can make and all it does is grab objects and that's all now i haven't replicated the hand physics thing the the overriding of the hands position with the physics objects as well so as a result you can see what actually happens to the hands if we're not doing that thing with the fake movement now look carefully sorry about that the microphone probably made a loud noise there just moving my headset now look carefully at the hand when i move around in room scale can you see how it lags a little bit behind the controller it doesn't look like it when i'm moving my hand around nice nice and easily but you can see that the hand itself lags a little bit that's because in the world of physics no object can move instantly they always have to accelerate to the velocity that they're going to and of course in vr a player movement system generally you try and protect against motion sickness by moving things instantly click click click click click instant movement which is why the hands technically this is physically impossible it's impossible for me to instantly accelerate like this and have a hand perfectly synchronized with the controller tracking which is why when i do it without that when i don't have that clever stuff going on with the hands you can see here that the the object lags like a a lot more than than is then it's pretty clear isn't it it's pretty obvious and that it doesn't just apply with a heavy object it doesn't matter how light the object is here you can see pretty much light enough for me to move almost instantly and you can see here with my tracking even the hand itself lags however once i start moving there you go only the physics object lags because that's because this is still full physics i haven't done the hand thing yet and the hand itself just overrides its position so there we go when i'm moving around without any fake movement you can see the lag on those hands whereas as soon as i start fake moving there we go it's just overriding the position this is a natural habit of physics now in my own proper systems i've done a lot of work to actually get this minimized very very very close to the tracking and especially when you're moving that lag is no longer there i've done a lot of work on that stuff but that's not what this is about this is about how to protect against that in the simplest way and this is what they were doing they were researching that very concept now there's more to it than that as well let's go grab that box and show you something that i couldn't show you in the last recreation video but it wasn't part of the grabbing system itself here you can see that i collide with the box when i when i walk into it however of course when you're holding an object colliding with it would be a real problem because there's no physical connection between your person your player and the object itself so as a result they just become completely non-collidable now that means that i can stand inside of it here i've let go of the box while i'm standing inside of it as you can see i haven't been pushed out and the reason for that is i haven't told the game that i'm allowed to be pushed out until i joystick move there we go instantly get thrown out of the object and there's more to it than that because the same thing applies with gravity here we go let's just drop a box here um in fact i could have just used any box um but yeah so now i haven't done a mantling system but i'm going to try and stand on this box by faking it all i have to do is give it a little slant and then walk up the slant there we go so yeah a little bit of work to do to make the slanted object be logically handled as you can see this box i'm now standing on top of and obviously if i walked off i'd fall down however if i now grab the box and throw it away and you can see i did this in the game as well you can see i'm still standing off the ground which you can tell by the shadows as well of these of these spheres one showing the center of my tracking space one showing the center of me where i'm standing so basically underneath the head and you can see i'm not falling until i tell the game that i'm okay for it to do any sort of fake movement anything that isn't actually happening from real world tracking is fake movement and that will cause motion sickness if you're not prepared for it as a result the game will only do this when i tell it to so if i move the joystick i'm telling it i can fake move instantly start falling exactly how the actual game works and you can see the slanting problem here that i've got in my own little rebuild here there we go it doesn't care about the slantedness of an object yeah that's my system that's just me being uh building things really quickly there you go this is a pretty much a recreation of the concept that i wanted to discuss in the hand physics videos uh there's still a lot to go um there's still i could have done the teleporting and stuff like that but a lot of these things they're very simple stuff anyway there's a little bit of complexity to them um pretty good stuff there uh but i i don't know it depends it's not as fun to rebuild that stuff as it is to rebuild the movement system itself i do love building movement systems a lot of this stuff is based on what i wrote for the mario 64 imagine project as well so i learned so much about how to build a movement system and collision systems without using existing components from for that project anyways thank you very much for watching this i hope it gave gave you a little bit more of an understanding of how simple this stuff really can be and uh how to really just sort of take a little bit of complexity like a little bit of a sort of physics object grabbing and all of that and just protect against the little problems that we have and how to use the the little bits and bats to to to make those things feel really good in a in vr now again it's not the same sort of concepts that i would go for with my games because i'm going for a full physics world and a full physics character controller full physics hands all the time it's a very different concept but this works in that way this works quite well in fact to do what it tries to do which is build a very base system for movement that considers locomotion sickness considers all the little locomotion options that you might need and puts it all together with a little bit of physicality to the world even though it doesn't do what it could do it does just so the basic level of interaction to make it look good and feel good and that's it and this is this is something you can do really really easily i put together most of this stuff in an overall time of about a week from from the most basic system just building this little basic area super super duper easy to do anyways thanks very much for watching i'm gonna keep rambling otherwise if i don't stop the video now so that is the end of this video think of another game to to talk about now and i'll move on to the next one um probably be born works or something even though i've got similar systems that are similar to that already and i do often describe how the things work not exactly but i do describe how those things work anyway but yeah there might be other games again this is not entirely to do with vr i'll be doing any any type of game um i'll be describing using uh using this series my how it works series thanks very much for watching that is the end of this video i don't want to keep on rambling goodbye [Music] diff --git a/research/sources/nimso-transcripts/Fg7fPRWe8Bw.txt b/research/sources/nimso-transcripts/Fg7fPRWe8Bw.txt new file mode 100644 index 0000000..f6768dc --- /dev/null +++ b/research/sources/nimso-transcripts/Fg7fPRWe8Bw.txt @@ -0,0 +1,3 @@ +# VR Hand Physics, but it's a Seated VR Experience! (Fg7fPRWe8Bw, 534s) + +[Music] it's me n Sony welcome back to another VR video today we are back in uh well we're in a different project unusual project today um I'm looking at something that I've been working on which I mentioned I am working on a um seated experience so this is actually the one that we're talking about here and uh it's actually physics based um sort of character movement again uh so it's a little bit of an unusual one it's a vehicle project obviously uh but it's going to be a bit of one one of those sort of tricky type of games where it takes a little bit of tediousness and a bit of skill to sort of play a little bit uh one of those sort of Rage games uh anyways so the way I'm controlling everything obviously they are physics based objects so you can see here I can just push the steering wheel with my fingers and these are actually physical fingers so you can see how they get pushed about and stuff like that so I can actually sort of clamp onto the actual steering wheel and hold it tight like that the same thing applies to the mirror here which is a little bit too loose and will sort of drift as you drive around and you can see in fact it's already doing that as I turn uh you also have the gear stick which is simply two gears it's drive and it's um reversed so that's about all it is right now there is going to be more uh complex it to the game but for now this is what it is so let's just have a look at the sort of game play of it and how it all works out like I say these are pure physics hands as well as per usual and you can see here there's a there's a window here that I crash into when I move my uh hand there I can however lean my head through the window and that's something that I'll be working on as well uh but for now this is what it is now the other thing I should mention is the way that I'm handling the wheel physics in this uh video video in this game and oh my God there's a knocking sound I don't know whether you can hear that but it is what it is anyways so the way I'm handling Wheels here obviously you can see how they turn when I turn the wheel here you can see the wheels turn those wheels are not actually uh real Rolling Wheels so uh normally with unity the way you handle Wheels is you use the uh wheel collider that thing is pretty terrible uh for anything that isn't sort of a a sports car it works great for a sports car where you've got very little suspension anything with a lot of suspension when you drive over an edge that uh let me just not turn it so much when you drive over an edge that uh is sort of quite a quick change in altitude the wheel colliders are pretty horrible in terms of the way they handle suspension and that's because they're not even wheel shaped they're literally just a rare cast downwards with a lot of uh physics logic now unfortunately have having very quick rolling objects is also pretty bad in this in this physics engine so the way I'm handling it you can actually probably see that is when I actually drive you can't you can see that they're not actually rolling at all so that's because they're pure smooth uh physics objects that are on a spring joint which obviously connects to the vehicle however the difference is um instead of actually rolling I'm uh sort of I have internal variables that make it act like it's rolling um so it physically works as if it's rolling so I've got sort of internal variables like uh uh revolutions per minute and stuff like that or it's actually in per second and uh I sort of work from there and I have friction based on how fast the wheel is you know calculativeness it's not actually that easy it should be very easy and they give you a wheel collider to do that it's terrible I absolutely hate the wheel collider as with most Unity physics components anything that Unity tries to do in its own sort of version of physics that isn't based on nvidia's physics engine and I think the wheel collider is based on their own uh nvidia's physics wheel collider but it's not the same obviously because this one's made by un but what whatever it is it's uh it it it doesn't work the way you sort of always want it to and it's really pretty bad for a modern modern day game anyway uh so that's that um a great uh great start there I ended up landing on the side let me just uh restart the game there and I'm back and of course let me just reset my mirror you can see that the mirror is always sort of drifting and you can see my brake brakes are quite powerful as well a it's a bit of one of those games but you can see it's it's quite easy to actually handle everything it really does work properly you can see I can just sort of switch to reverse and sort of reverse suddenly and switch back to drive I don't know whether you're seeing that on screen I have got a sort of different field of view on screen than usual um that's uh only when it's a simple project I can have a sort of secondary camera for the recording uh but anyways that's all this is just a sort of test area that I built to actually test the physics on the wheels it's cuz that's like the main thing right now it's a real problem with unity uh where I just saw wanted to get some working wheel physics um you can see here it works quite well with moving objects it actually does move with the objects correctly and you can see I'm holding the brakes now the way I'm actually controlling acceleration and whatnot um is a little bit unusual I'm actually using the analog sticks where the oh there we go and you can see the hands are still very bouncy they're not fully set up to connect to the vehicle yet so when you crash you can see them fly forward and they sort of crash into the wind screen in front of us um but yeah so regarding uh what was that I was talking about the actual sort of ground movement um the wheels do consider ground speed but what they don't do is have an effect on the ground speed so oh yeah of course I'm uh I'm in a vehicle forgot that I was in a vehicle there and you can see my mirror just sort of gone out of place and and all of that rubbish um yeah so anyways yeah they they don't sort of affect ground movement so if I was driving on top of uh a sort of rolling rolling thing uh and I draw forward I would move forward but the the roller wouldn't actually accelerate backwards so yeah the wheels do need a little bit of work but uh yeah a lot of breaking power there uh but they they sort of work clearly they work quite well anyway so that's that's what I've been working on this is the uh sort of seated experience that I'm working on let's just jump off boom a lot of jumping um going around with the physics there but you can see it's quite fun to sort of have those proper relaxed hands on the wheel and you can see they actually work quite well I really like this so you can obviously just sort of handle the wheel like this as well but uh yeah I'm going to have sort of arm joints as well just to make sure it doesn't sort of have this problem where you you're getting stuck and it goes behind and all of that rubbish uh but yeah that's that's pretty much this whole video I've got a little bit more to come of course on especially on this project the reason being it's nice and easy to sort of work with and and you can see I've got all the basic game mechanics going already now I just have to sort of make some uh tricky tricky levels and uh there is going to be a little bit more to it than just this it's not just a vehicle but uh yeah this is what I'm showing anyway so far you'll have noticed that my controllers are transparent and completely invisible right now um I just left the sort of buttons and stuff just to just for the sake of visibility um but yeah so I'm I'm using the right analog stick to actually handle the brakes and the left analog stick to accelerate and of course when you put it in when you put it in reverse that controls the reverse instead so you don't have that sort of game level control where you're just pressing up and down to drive um in forward or reverse you actually have to use the gear stick and I might actually add some proper gears to it as well I don't know about that maybe maybe not but for now that's the end of this video thanks for watching and uh perfect timing for everything to go all roughly thanks for watching goodbye [Music] diff --git a/research/sources/nimso-transcripts/GfwdUns1nLM.txt b/research/sources/nimso-transcripts/GfwdUns1nLM.txt new file mode 100644 index 0000000..c6f6517 --- /dev/null +++ b/research/sources/nimso-transcripts/GfwdUns1nLM.txt @@ -0,0 +1,3 @@ +# Hybrid Exploration - Effortless HANDS FREE LOCOMOTION! (GfwdUns1nLM, 917s) + +[Music] it's me nem sony welcome back to uh the hybrid presence system welcome back to vr today we are looking at a slight experimental idea that i've got for locomotion now what you're looking at right now is the regular hybrid presence system meaning that i can sort of walk into walls and push on them and nothing happens uh you can't go through walls or anything like that i can jump as usual i can walk on random platform heights and walk-up ramps and all that good stuff so all the very basic uh hybrid present system without the character ragdoll however there is a little bit more to it now the regular method of moving is uh obviously that i have a directional analog stick which allows me to move in in whatever direction i want to and then i have the hybrid hybrid locomotion system which is a sway-based system which then blends into a jog now i've slightly modified that to account for what i've been thinking of today now what's happening today is i wanted to add to this system an ability to sort of relax the system a little bit more now up until now obviously i use the joystick for directionality and the idea of activating the system so if i don't do that me moving around like this and jogging in place nothing happens if i push the analog stick then when i jog i actually run in the direction that i want to go so if i wanted to strafe left i can do that if i wanted to strafe right easy peasy however that always requires moving that analog stick and i thought what about if you wanted to extend this to something a little bit more explorative where you're sort of um traveling vast areas and now the actual comfort of the system of walking is quite easy it's quite easy on the effort side of things and that was always the aim that i wanted to go for with these systems which is i needed it to be as effortless as possible for at least walking and then for jogging obviously it just needed to feel quite good and that's the point of the whole locomotion system but you're still having to push around those analog sticks right the right one obviously gives you the fake turn and the left one gives you the direction of the movement so i decided on adding something that i'm going to call hybrid exploration mode so exploration mode is an idea that i came up with just recently it's very much based on a few other designs for locomotion but coupled with hybrid locomotion the regular sort of sway based motion and all of that good stuff to do this all you have to do is do nothing and put the controllers down and you can see that i've now put my controllers down so here you can see i've got no hand tracking nothing like that i'm on a cv one an oculus rift cv1 so there's no hand tracking there's no sensors or anything that can actually track the world and all i'm doing and i've placed my controllers down there which you can see in the vr world right now and all i'm going to do is step in the direction i want to go but that coupled with the hybrid locomotion system allows me to actually control how i want to move so let's say i wanted to move this way and then i wanted to go up this rum i can do that very easily just by walking in the direction i want to go at this point you can see the the wire is actually wrapping around me a little bit so i'm just gonna unwrap unravel it there oh i've fallen down this little gap i don't know why i left that gap there i should have just lifted the ground there you can see that the locomotion system itself allows me to run in the direction i want to go or just walk if i want to obviously if i don't move much at all then i don't move much at all but if i'm walking in place backwards in this case because of the problem with my tracking here my tracking space then i can just go whichever direction i want to go and even though it looks like oh i'm actually facing the wrong way here even though it looks like i'm just going in the direction of my head tracking it's actually not based on the tracking at all i can just tell the system to go up this ramp or without turning at all go back down the rum you can see that it's not based on my hand tracking because my hand tracking is doing nothing because there is no hand tracking right now the controller's on the desk there and you can see that i'm i'm still able to use the locomotion system as i want to and the good thing about this is it still includes all of that cool burst stuff that i i worked on to make the locomotion system feel direct and solid so what you can do is you can stand in one place and get ready and then start running [Music] and then you can stop very very easily um it's very much something that you've seen before but mixed in with the hybrid presence system and the hybrid locomotion system and because i just crashed into a wall yeah it takes a little bit to get used to it uh but because uh because you've got this sort of zone that you've you've positioned so i've specially set where i wanted that in my room scale space and i'll be updating this as well to to account for something more than that it allows you to just sort of be aware of your surroundings without ever hitting anything as well now my surroundings obviously there's like a box over here somewhere and there's obviously a desk here but because that's the end of my my threshold here i walk that much and i know that i'm going towards that desk i know that if i go this way i'm going towards the computer i know that if i go this way i'm going towards that sofa and this way i'm going towards the the things behind me i do apologize for my messy kitchen i like to do some cooking um and there you go that's the idea here it's all about being able to naturally walk around and of course if you didn't have the tether here if you had the the sort of modern quest and all of that cool stuff you wouldn't have a cable as well protecting you and stopping you from being able to turn around here so you'd just be able to naturally walk around this circle here and even without moving like you don't have to look in that direction you can just look around and fall down you can look around whilst you walk in the direction you want to go so obviously i can look at you guys while i walk backwards or while i walk sideways here and go up that rump nice and comfortably and you can see it's very comfortable even though i can completely stop without really putting much effort in so i can walk along here walk a little bit backwards and let's try and move this this area here navigate this area without even looking really in the direction i want to go and then i can just jog up this little thing jog up this ramp here and there we go now we can look around we're standing in one place and then if i want to just drop and then run up this thing here now unfortunately the one thing that i haven't added to this system is jumping it's uh it's obviously not that easy to jump when you don't have any buttons but of course you can very easily just pick up your controllers and then rotate and move in the direction you want to go using the analog sticks now this wouldn't be active all the time i could very easily just put it onto a button put it onto a button or something or uh straight in the sort of first menu that you pop up with you just press the pause menu switch it on press the pause menu again and put your controllers down you can imagine if you are walking through something like skyrim if you're walking through something like skyrim or maybe any other massive open world game maybe something like gta where you just want to be able to walk around without having to mess around with these controllers i'm very cool if you if i did have head um hand tracking as well what i'd be able to do is put these controllers down walk around in the world and then just use the hand tracking just use the hand tracking while in game switching between a controller and hand tracking just instantly like that so what that allows you to do then is you can put the controller down you can put the controller down right and then just switch to a high fidelity complete control with your fingers and actually do stuff in the game or in in virtual reality whatever you're using this for this could be used super duper easy um as a form of locomotion within a game world or within something where you're not even having to be at your desk obviously one of the big things about about the modern quest and and the reason that announcement recently is is so cool to people is the idea that it's completely mobile completely mobile and on top of that with all the technologies that they're throwing into it the ability to use these devices completely almost completely without any hand controllers or anything like that no game stuff just a headset what you could do with something like this is you could stand in in a spot which is nice and comfortable with with no no nothing surrounding you maybe in the park or something like that throw your headset on tell the game tell the tell the system that this is my standing spot this is my threshold that i want that the area that i'm allowed to move in and there you go you can just walk around or walk or run or whatever you want to do and you can just do that instantly no need for game controllers no need for anything the ability to just walk comfortably as well and you can see here i'm very very easily walking and then very very quickly i can sneak around corners very very quickly switch to a run and without trying i'm always aware of my surroundings even without looking at it even without looking at you guys i know that if i step this way i'm going towards you guys i'm going too far towards the desk so i stop and that's where you can see on this little radar here you can see the little blue circle is me and this the white circle is actually the range in which i want to allow movement when the blue goes out of the circle here it means i've gone out of range and at that point i know i've gone too far and even if i took a step back i would still be within range to give the system 100 of my movement so as long as this blue circle is within this white circle right that's the limit of my movement system and i can get movement out of it without anything beyond there now in addition to this what i would like to do which i'll try and do over the next few days uh so because this was actually written within the day today i'd literally just thought of this while looking at some other cool locomotion systems out there and i thought okay well i'm going to try that with hybrid and here here's the result so i wrote this today completely from scratch and well i just sort of made a new project through in my template stuff and my basic hybrid presence system stuff and uh there you go it just works the way i wanted it to um yeah now what i wanted to do with this as well to expand on it is that i could um i could set up a threshold based movement of this radar as well not the radar but the actual circle around you so that when you do go too far provided you have enough space so an overall limit will still be accounted for but provided you have enough space in the room or in in in whatever area you're in in your big office area or in your little park area provided you have enough space you could carry on moving and that whole central center part of your room would move with you provided you're within the the game world limits the the limits of your actual room scale space so that allows you to not have to move all the way back to the actual center the center itself would just move with you so you're always on this edge of the circle even if you go a little further it'll just move the whole thing so that you can just step back here and this will be your center now and that would work within range of your overall room limits ideally i'd be able to use the guardian system for oculus or the valve chaperone system to determine what the overall limits of your play space are and then from that we could just have these circles within that space just moving to follow you and allow you to move however you want to it's really really cool and especially once you get the hang of it here you can really just move wherever you want to very nice and easy i can jog underneath here i can walk over here and then very quickly i can jog over here it's very very easy very very easy to work with and honestly i'm quite enjoying um i i quite enjoyed making this today um i that's about it really i just wanted to show you this idea here if you if you like it i'll maybe try and get a demo of this out uh just to get people to see how it feels try it out and again remember the idea here is i've got just head tracking nothing else there is no foot tracking on my socks my ub socks over here uh yeah it was a nice gift um there's no tracking on my hip there's no elbow tracking and i don't even have hand tracking right now it's really cool that i can just do this without even trying and i can just very comfortably move slowly a little bit faster by walking or really really quickly by running there you go nice and easy thanks very much for watching this is the first vr video i've done in a very long time where i'm not using hand controllers i've not got controllers in my hands so yeah it's been a bit a bit of an unusual video today but uh yeah thanks very much for watching hopefully you enjoyed it if you like the idea uh go ahead and post some comments in in the comments and uh yeah give me some ideas if you do feel like you could expand on it thanks very much for watching and i'll see you in the next one where i'll be hopefully trying to do a little bit of an update to tubby supercar otherwise i'll be back with hybrid present system and maybe some more of that and if you guys do like the streets of excuse me streets of rage video that i did earlier um then go ahead let me know and maybe i'll expand on that and finish the game so thanks very much for watching see you in the next one goodbye diff --git a/research/sources/nimso-transcripts/IunRs2U1n1A.txt b/research/sources/nimso-transcripts/IunRs2U1n1A.txt new file mode 100644 index 0000000..ec9f4c8 --- /dev/null +++ b/research/sources/nimso-transcripts/IunRs2U1n1A.txt @@ -0,0 +1,3 @@ +# Project TX - Strength Manipulation - The "Crysis" Mode (IunRs2U1n1A, 566s) + +[Music] it's me named suni welcome back to another viewer video today's video is the first one that I'm recording while I am now in Germany so I am recording on a laptop hence you can see that I have had to lower the resolution a little bit on my rift I'm working at 0.7 times resolution so 70 percent of what it should look like which is very difficult and you can see I'm still not getting a perfect framerate I am working on a 1650 right now on my on my laptop maybe I'll start building my next new computer coming up soon here while I'm here but otherwise I shall probably be recording on here with some slightly lower resolutions for a little while now today's video is about strength manipulation as you can see I can lift things and I can't really lift them perfectly like it's not it's not you know it's not a typical game you can see it is a it is thanks to the the usual physics based stuff now you can see I'm able to sort of lift stuff but with one hand it's clearly quite slow so right now I'm just going to lift it full speed and you can see it barely even lifts off the ground you can see one more time just about lifted it and of course we're two hands I am able to lift it a little bit faster when I throw it you can see it doesn't go very far now if I grab this here wait I'll move it in front of this camera a little bit you can see when I lift it with one hand I get absolutely nothing tell me not for that we'll move it a little bit further over here you can see in this camera trying to lift it nothing happening let's move it over to this side here and you can see with two hands I am able to lift it up quite high but not much more than that pop over to these guns as well whoops what you can see of course the usual stuff when we're working with normal sort of human valuable variables home human values you can see the guns they are a little bit less recoil than before that's because I've increased the strength of my hands a little bit and of course that goes for climbing as well so things like climbing and you can probably see this in the last video as well where I sort of have to manage you might climb a little bit by sort of pulling myself up with one with two hands if I do it with one hand you can see I'm trying right now to lift my hand I can't lift my body up I have to use two hands to increase my acceleration going up and then I can while I'm just holding just about keeping my my height I can use my other hand then to grab the next area however that changes because one of the reasons that I wanted to get into physics base for one of the things that inspired me heavily was actually crisis now I always wanted crisis in VR but in order to do that you'd have to have something that feels right when managing your nano soup so obviously you could do stealth quite easily clock mode real easy but when you do something like strength or even speed that's all pretty much the same stuff and that is actually managing your your ability to lift things and push on things using physics so I have here it's kind of spinach which is unlabeled right now I think of a good name for it later on and this is something that I made a few weeks back actually if you want sin in fact part of this part of this project and I think you know what the reference will probably be also maximum strength right and now of course I can grab things and nice and easily lift them even with one hand whoo nice and easy you can see the throw strength is massively increased so this is really cool because it's allowed me now to actually just increase the arm strength nice and easily and as a result everything changes suddenly I feel legitimately stronger now you don't see any physical changes my arms are still probably thinner than any real human being however on this end of things I can grab something with one hand and perfectly and easily lift it up SuperDuper easy and of course with two hands it's even cooler because now I can literally grab this like so and actually fight with it yeah look at this he looks a bit funny because obviously if the rest of his body is not made for this kind of movement as you can see I'm still using my older version of project DX where I haven't really done my new tweaks so that has yet to be seen by you guys yeah it looks really funny when I'm doing that from third person but yeah I have been completely rewriting this system and you still haven't seen it yet I'll very soon let's have a look at guns um as you can see now [Music] look at my ability to throw things as well massively increased is literally lodged up there that one hit the ceiling needy its massively changed my ability to move and of course with climbing as well now of course while I'm holding with one hand you can see I'm just able to really swing myself um you feel like venom at this point or the hook just jumping around and of course same with this thing here if I climb here Rock whoa I feel like a real strong guy you just grab this and you just like yeah right and of course these things this table I've made them very very heavy and even with the full strength mode yeah you can still lift it nice and easy yep that's the coolest part it's so incredible that all I can do all I needed to do was change a single value and suddenly the whole game has changed everything's changed my ability to physically move things my ability to even in slow motion my aim has increased my aim has increased because my ability to accelerate while in slow motion so this is me in real motion now this is me in slow motion you can see my hands flying off a little bit a little bit of physics needed there but you can see now I have more control in slow motion even though we're at like soft point 1 times the speed this is 10 percent of reality and as you can see because I have much more for strength I can accelerate much quicker which means in slow motion I can move more like real motion like non slow motion it's really quite incredible it just makes you feel massively strong anyways so that is strength manipulation and of course I do apologize for the low resolution and possibly even the low framerate it is one of those things that I have to deal with for a little while my first week at Ubisoft has been pretty pretty damn awesome we get to play games as part of the job I'm sure you probably guess that though I can't tell you what the project is I can't tell you the time frame I can't tell you anything about it and I can't even tell you what I am doing there so that's that I will tell you though that when I'm done with it you'll be able to play the game I'm sure you figured that out by by yeah anyway so that's the end of this video yeah I don't normally finish it like that so I just wanted to you know be normal a little bit finish it like a normal normal one of my videos you can see very very strong good that is the end of this video thanks for watching go back you diff --git a/research/sources/nimso-transcripts/Kh678PsP-5Y.txt b/research/sources/nimso-transcripts/Kh678PsP-5Y.txt new file mode 100644 index 0000000..4dedba4 --- /dev/null +++ b/research/sources/nimso-transcripts/Kh678PsP-5Y.txt @@ -0,0 +1,3 @@ +# HYBRID SteamVR Update + Sneak Peek at FUTURE VR PRESENCE (Kh678PsP-5Y, 531s) + +it's me n Sony welcome back to The Locomotion system the hybrid uh test chamber uh today is a very quick video uh where I show literally no changes except for one which is this so you'll notice that I've got Vive controllers in game uh and that's because this is the Vive build and this is literally just an announcement video um for the steam VR version of this and um yeah that's pretty much what I wanted to say in terms of uh uh what this is there we go yep anyways uh the other thing I wanted to say and I'll probably show a little bit of that in this little video here um is the new system for hybrid so I'm actually taken everything out and uh started building what I wanted to build and I have done in the past as well which is a full rag system for uh the character character body and it is uh it is already quite well built I've uh I've Al also posted a picture on Twitter uh I think yesterday where I showed the ragd doll system and I have sort of a grapple hook system uh a grapple hook type gun and a Fizz gun that actually works properly as well um and I can sort of hold everything and just s of do anything naturally with them as well so for example here if I show you what happens with the guns and stuff when I hold them and push them behind me you can see I can push them right through the character body that doesn't happen with the new system the new system is a full ragd doll meaning that if I push the gun behind me here so if I take this and actually push it here it'll lean on my shoulder and push on my shoulder and uh you can take things like a a large hammer or stuff like that so if I jump over to here so if I had something like this Hammer here you can take that and actually lean it on me here and you can see right now it goes right through my character body I'll probably switch over to the other build in a moment now anyway just to show you how the new system works with that kind of stuff uh all very primitive stuff for now but you can actually see the hammer lean entirely on my shoulder and and I can walk around so regardless of how heavy it is and everything like that and of course you can do that with a grapple hook and stuff just grapple your own hand and then throw the throw the grapple hook somewhere and you can it'll actually stay stuck to your physical hand and it it has an impact on that and of course that means that the climbing and everything is all part of the system as well anyways regardless of that before I go out of this little area here um I'll just explain a few changes that I've made for the actual steam VR build there's no actual in-game changes with the exception of the these models here um but other than that uh there is a few small changes to the controls you can see here I've changed my info screens so that they say touchpad um and of course the other thing is the jumping cuz we don't have proper buttons and everything all over the place on the Vive controllers what I've done is I've actually made it the click of the right touchpad and so uh to do that of course there is a four turning system a fake turning system for left and right you know like I'm doing right now sorry for the dizziness there um and that's on sort of a half threshold now on that right touchpad so if you touch the left and right sides you will turn but on the center of it anywhere well literally anywhere on the touchpad if you click it in you'll get the jump button instead um on the left hand side the menu button uh activates that and of course you can hold the menu menu button to reset and that's what you do in the intro section um as well on the right hand side the menu button is the slowmo button and of course you you can see that here uh you may have noticed in the last build as well when you're in the menu everything goes in super slowmo so it's not actually paused it's actually super slowmo so if you point a gun down now you can see how everything actually moves there so watch this there we go see you can actually physically see everything anyways I'm going to switch very quickly over to the new build um it's very primitive right now now so uh no comments on how rubbish it looks uh but yeah it's also very wobbly anyways switching over right now and we're back welcome to this area here what you're seeing is a full ragd doll character body yep a little bit different to what it was before so of course the other area um the actual Tech demo that I've uh uploaded so far is the one with the physics hands and of course you've got an A for forearm as well this one even though we're floating right now uh but we do have sort of a leg system going on everything else is a full ragd doll so what you're seeing here complete ragd doll and that means that of course everything's a connected character body so I can just push on things and climb up them now you've seen this before but what I've done before obviously wasn't as strong it wasn't as stable and more importantly it wasn't a full rag doll so here of course we have the ability to lift objects and this is all connected to my character body which means that if I lean it over here you can see it actually has a shoulder and you can actually lean this object on my shoulder making it easy to lift I also have a sliding along sort of cylinder grab uh system which means that I can grab it on the heavy end and slide along the bar to actually swing it with a little bit more distance so here if we've got a very heavy hammer and you can see very very heavy a little bit of wobbling still I'm going to get that sorted but this is just a very quick sneak peek of what I'm working on and if we lift this up there we go and because I've got it on my on my shoulder there come on Lift It Up yeah because I've got it on my shoulder I can actually hold it quite well up there what is this we have have a physics gun we so of course that the hammer not very heavy now is it that's okay and of course we have physics objects as our hands and everything meaning that the fiz gun can grab the hand as well and of course that means I can fly right down we go get rid of that we don't need a Fizz gun we need a grapple hook and you can see it actually physically stops me of course we can pick things up like this here axe yeah and of course this is uh based on weight as well which means that if we grab something heavy like this car it obviously slows me down but I can still pull it and of course when I let go there we go fall back let's grab two of them now I'm not going to show you everything but of course I am going to show you the grapple hook CL climbing o this is the best bit about anything when it comes to physics you're always climbing with grappling hooks and of course we do the last bit after the climbing which is The Swinging you can see here that my hands themselves are not super duper strong so I'm not able to sort of fly around and and just sort of throw my body around uh like you would do in in games that designed for climbing um this way I I made a more realistically uh weak in comparison to something like that anyways let's uh leave that one there so you can just swing around by yourself and we'll grab this one right into a wall oh well yep that's this uh that's this video pretty much um thanks very much for watching be sure to actually try out the other demo if you've got um if you've got a VR if VR device um that's now available for steam VR so you can check that out on the h. I'll put the download in the description as usual uh but uh this there's more to come for this ragd dooll system so be sure to check out the rest of the uh Channel and uh await further videos thanks for watching goodbye diff --git a/research/sources/nimso-transcripts/L9E8NIdVf7Y.txt b/research/sources/nimso-transcripts/L9E8NIdVf7Y.txt new file mode 100644 index 0000000..d8c5cb4 --- /dev/null +++ b/research/sources/nimso-transcripts/L9E8NIdVf7Y.txt @@ -0,0 +1,3 @@ +# ProjectTX - Trespasser 1998 - The Original PRESENCE System! (L9E8NIdVf7Y, 530s) + +it's me NIMH Sony welcome back to another video today I'm showing a game called Jurassic Park trespasser now I'm obviously normally not playing games in my videos but this one I wanted to show off cuz it's really quite a surprising a surprising game this one now as you can just you you've just seen I've just saw picked up an object this game actually has all physics objects so so every object that you can pick up is entirely a physics object and that's because the hand itself is ragdoll physics which is pretty relevant to some of the stuff that I'm working on right now which is of course ragdoll physics in VR and this game pretty much began that trend so I'm I'm pretty much calling this game the the one that has the very first ever present system I'm using the word presence the phrase present system for my my own hybrid present system which is what I'm calling the setup for ragdoll physics in VR and you can see that I've obviously I've actually caught a physics object which I can move around as a physics object actively while I'm while I'm holding it this is not obviously this is not a vr game and that's because this game was released in 1998 a very very old game I was about what six years old yeah that's a long time ago which is incredible considering they've managed to create a physics engine like this before even half-life 2 so obviously half-life 2 pretty much known for its innovation in the idea of having physics based objects that you can move around which you can leave her a body she just keeps talking move around and then obviously stand on them and use them as part of the physics puzzles so you can see here I can move this object here and I can actually stand on top of it ignore the the character model where they've actually used that as a health bar that little haha tattoo and so obviously they'd they did the same thing with guns here if I pick up this here standard work laughs now you can see that the recoil itself I'm just gonna turn the gun so it's pointing sideways yeah we have full control over the actual hand angle you can see the gun itself is also the recoil is actually physically sex you can see if I put into this double ball here this memory box it actually prevents it from from recoil easy laughs which is incredible this game is 20 years ago it was made 20 years ago and they did what empty I'm now doing in in VR or at least trying to do in VR sex rounds and that's why I wanted to show it off it's it's incredible what they managed to do if I gave Newell in an interview I'd mentioned this game as the inspiration and pretty much the reason why they decided to to use physics in game in half-life 2 so this is the inspiration behind using physics and obviously you can see it's even called breakable object if I could aim obviously the game didn't do very well in terms of gameplay because the physics engine was just too far ahead of its time but you can see here that you've got a pretty standard half-life to style puzzle where you put the Box where you need it stand on top of the box and now you can climb over the wall so it's pretty incredible radio I'm able to grab that but it doesn't mm-hmm I'm feeling that is actually a physics object oh it is it just opens the other way I could have just literally grabbed the door and pull it oh wow so what I did I actually rebuilt this little area in a very template II sort of way in my own little engine just to show you how far we've come into in time in 20 years in terms of physics engines and you have to bear in mind I didn't actually create any physics engine uol or anything like that I I didn't make the game engine I'm using unity in my in my game and I'm using Nvidia physics which comes as part of the unity so upset so here we are back in project TX let me just get over to this little area that I've recreated of the same place Punk the camera over there and you can see we're doing the same thing now 20 years later with a modern-day physics engine which is pretty cool but at the same time what yellow can you imagine if that game was quite successful in terms of its gameplay mechanics and it just sort of set off this idea of using physics based characters and everything in first-person shooters I mean we do use physics nowadays in first-person shooters but it doesn't it doesn't really go over to the actual objects and and stuff like that yeah they are so physics based objects when you're moving around but unfortunately it didn't really become that sort of thing while holding weapons and stuff like that missiny nowadays we can do this with a much much faster engines much more much more performance in the physics you can see how much better everything else is there's none of that sort of wobble left anymore you know I can move my hand quite quickly there's none of that wobble going on from the old from the old trespasser which is it's it's just sort of unusual obviously we can get so much more little bullets coming out as well and we've got more physics objects all over the place which you can hear just falling about I really need to fix that sort of sound happening all day physics engines are so much more capable now of just sort of having loads of objects just push into each other and you know it's just something I wanted to show just sort of say this is how long it took us to do something that was done proof 20 years ago man I can't believe it took us this long to be to do this obviously it's the same thing we can't move these physics objects now that was a weird grub we can move these physics objects now and just clamber on top of them it's it's the same thing now we've been able to do this for a while now with games like gang beasts and human 4-flat all of those types of games and not even not even completely new games I mean those are quite recent you know this kind of stuff has been possible for quite a while obviously half-life 2 being one of the better ones one of the earliest sort of examples of where we just completely implemented physics movement physics into the game moving physics objects and just the ability to properly stand on them it's it's quite unfortunate that we didn't really start doing this years ago to be honest but there you go it's just something weird I just wanted to sort of show off that game Jurassic tress Jurassic Park trespasser Jurassic world what a name I just wanted to show that game off because it's like how much insight do you do have you managed to do this 20 years ago it's just insane it's absolutely insane and it's a real shame that that game didn't really do as well as it could have done and as a result we we sort of delayed ourselves by by many many years in terms of getting this kind of physics in the games so yeah there you go now you can see I'm sort of starting to to add a few more details and everything and starting to work on the game anyway so do do pop back when I've got more to show you right now I'm just I just wanted to make this little video little short video showing off the the original present system which is not this it is Jurassic Park absolutely incredible 1998 thanks very much for watching goodbye [Music] diff --git a/research/sources/nimso-transcripts/LMKmyLXGVv0.txt b/research/sources/nimso-transcripts/LMKmyLXGVv0.txt new file mode 100644 index 0000000..6edb554 --- /dev/null +++ b/research/sources/nimso-transcripts/LMKmyLXGVv0.txt @@ -0,0 +1,3 @@ +# PROJECT TX - GUNS & HOLSTERS (LMKmyLXGVv0, 1256s) + +[Music] it's me named sony welcome back to another vr video today we are back in project tx and uh yeah you'll notice straight away that we are in a different place a random new design for the little demo area that i've been working in this is not the the sort of finalized area that's going to be in the demo i am intending to make the demo quite heavy on content uh which means there'll be quite a large area to to explore and have a look uh now you have to ignore this uh stored stored cart over here uh this is just a little part of uh some things that i'd worked on on in the past this is actually the same one that was in the tiny battle bros um video that i made last which was i think years ago now but yeah so that that's a modeled cart that i modeled and uh yeah i'm probably going to be showing showing off a bunch of random models that have been used in the past um in my projects in this demo and just place them all over the place now the first thing you'll notice of course is uh the character himself has actually changed a little bit of a of a design element there and that's for a reason and now the first thing you'll notice is the the headphones they are missing where's my headphones gone and uh the answer to that question is of course right in front of you it's actually a little bit to your side there and so here they are the headphones once again and the thing that these are highlighting is that they are now physics objects no that's that's not it that would be a completely pointless video now wouldn't it um so it's actually about holster points today so what we've got here if i switch you over no wrong button if i switch you over to my view you'll be able to see that there's actually some holster points on my body click there we go you can see on screen so here we go right pocket shoulder of the shoulder of the pocket and head there we go we can actually place it on the head and now you can see that i've got luigi headphones on my head off on off swap them out for the old ones that were there before mario and then you take that off and of course you can have these cool nim sony version ones there we go really really cool now there's something else you'll you'll have noticed that which is that just placing the object there doesn't actually show off the the thing there we go um so if i just place this object next to my shoulder it doesn't actually show the the the hood right the hdd now that's because i've actually decided to try something out and what that is is that i actually have to hold the the primary button on the controller to activate holsters now what this means is if i was to if i was to just place my hand there and grab i'd be able to grab the actual headphones but if i don't press the activation button i can actually grab in that area without having to accidentally grab my holstered object this also allows me to extend the holster points so that they're quite large zones allowing you to very easily holster things if of course they were allowed in that holster point now um let's have a look at the main element to this video which is why the holster points had to exist the holster points do have some oh wait you're on the wrong camera there we go the holster points do have some extra functionality to them and that's actually visible here to my left but ignore that for now the first thing we're going to be playing with is guns you'll notice straight away that there's actually sound effects which is why i'm going to put these guns down for now and have a look over here now i'm going to have to be very quiet because we're hunting rabbits no we're not references references my friends right so here you can hear here you can hear um the sounds of nature i'm just messing around today right um so i actually recorded some audios this is the actual shuffling sounds of my own real hands we go you can actually hear the audio of me moving and sliding along the surface now this is very very early early days for my audio um and all of the the guns probably sound kind of terrible because i've just used free sample effects that i get all over the place a lot of these were taken from the hybrid test chamber demo that i made before oh there there they are and the other thing you'll notice as well is that the reloading doesn't work very well right so here i'm just going to empty our mtm magazine there we go empty mags as you can see and the way that i reload them if you just have a look from my point of view here is i press the secondary button click and that releases the the magazine as you can see no physical magazine has dropped that's there for a reason because i am working on some intelligent magazines which i i am not able to show in this video i was trying to finish it but it's not done and then of course because i don't have the magazine functionality yet i can just click it again and that finishes to reload there we go so you can just reload there on the fly now if i empty it and shoot you you get an empty magazine um sort of effect and then there we go sorted out let's have a look at the recoil and now there's something special about the recoil with this of course it's physics based as usual right so here we go usual recoil pretty standard stuff however there's something different about the recoil here depending on how you hold the gun that will impact the way that the recoil affects you why because you have a ragdoll on right so here regular rag rental regular recoil however if i stretch my hand out here that actually changes the way that the gun recoils it doesn't go backwards anymore instead it kind of goes slightly to the side because it's not really able to push back on this on this bone structure here now that's very bad for your bones but luckily we don't have a health system yet so there's one more thing that you'll actually notice when when it comes to recoil if i point it sideways that really increases the recoil and again that's because of the ragdoll structure right there's a lack of strength behind you if you're pointing like this this is really bad form when you're firing a gun please don't do this not that i now know anything i've literally never held a gun in my life so i know nothing about these weapons and i'll probably get the names wrong as well and now of course you can't do uh two-hand objects and that does affect the effect the recoil of course makes it a lot easier to see um but you can see it even easier by just going into slow-mo right so here we go recoil stretched out much better recoil and now for terrible recoil there we go really bad and then of course with two hands very very steady right nice and cool now before i switch you over to that camera there's something else that i want to show really really cool let's grab these mac 11s for for a very quick uh sort of slow-mo burst looks really cool doesn't it but it looks even cooler when you do this [Music] [Laughter] i have i i've set the the menu button on my controllers so that they actually slow down time to zero right so now you've actually got complete stop-motion time and because you're viewing from my camera you can actually walk around and see see your character right so really cool and then i can re continue the time and you can actually hear that change as well really really cool in fact if you were to place some objects in your holster points right including some headphones let's grab the luigi ones for now then um while you're firing you can actually see all your holstered objects right really really cool you can actually see all the things that you've holstered right there and then because this is all visible while you're in game right there's no there's no hidden head or anything like that the only thing that's hidden is the eyes right and then you can even view the bullets as they come out the the actual um bullet casings as they come out now you can actually see the bullets flying but i haven't caught one um i'll catch one when when you're looking through the when we're looking at the toy gun but for now we're just going to have a look at each of the guns as they are and just see what the recoil is like so here we go 1911 usual business 1911 with a long slide pretty much exactly the same functionality as the other gun however this one has a very slightly increased muzzle velocity so i've actually gone on the internet and get gotten accurate values for all of the guns including that one there which is not going to be in the demo so there we go you can see the effect of the recoil being affected by the increased muzzle velocity in actuality i just increased the force on the on the on the gun itself here we've got really bad recoil but that's because i'm using one hand of course if i stretch the hand out it does help a little bit but here's the best bit right if we switch over to the camera you should be able to see it does of course impact on the body right what is going on yeah the collisions on this table not very good so there we go right ignore that so if you if you if you actually lean it on your body impacts the recoil right so really really cool here we go with one hand a little bit better on the recoil of course if we hold it with two hands it's much better right let me switch you over to that camera and then we'll just have a little go at all of the guns so there we go this gun one hand like that duel nice and cool right have we got something there we'll just drop that over there for now i'll show you those in a moment and then we can actually just store that as well the assault rifle from halo this won't be in my in my demo of course but i do like to test things as uh as as i find them on the net uh so again accurate values for this it is a terrible weapon right you can't really aim over the top because it's just not designed functionally right it's designed for beauty and it doesn't really work very well but it does have recoil and you can see how cool that is right i didn't make the screen work at all ignore those doesn't matter so that's all those uh small weapons we have already seen the mach 10s uh mac 11 sorry there we go and then we've got these a p what are they called they're called mp7s yeah i actually forget the names of guns because i really don't know much about them oh sorry about that tracking tracking loss i uh blocked both of my sensors yes i am still using a cv one i like the cv1 controllers deal with it i'll be using an index very soon just because i have to because i want to work on on those index controller finger track finger tracking right so of course with one hand a lot better there we go very cool now these these are really cool because these are actually toy versions of the exact same guns let's go in slow-mo so that you can actually see what's going on here in fact i'll do it normal first there we go you can actually see little pellets coming out and they actually bounce actually bounce off off the thing that they hit as well right uh you'll have to ignore the sound effects i haven't used the correct sound effect they're actually using the regular sort of clinky sound of bullet casings so these are um i've actually changed them based on the color so the the the yellow one was obviously the semi-auto m1911s and uh the the mac 11 here auto firing it's got a little bit of faster muzzle velocity on it as well and these the red is going to be for shotguns but for now i haven't implemented shotguns yet so i'm just using it on this and for the fun of it i made them auto as well now these are gas firing airsoft guns so you can see the actual gas coming out of the side there just for the fun right i don't know how they would work in reality who cares uh and um what's it called an m4 usual business nice and cool of course use my body to save on the recoil there or just hold it properly there is a little bit of a problem here with the with recoil when you lean it on your body because my shoulders don't account for guns yet right what that means is as you fire it slides sideways because the shoulders are not trying to hold the gun forward right we've got a p90 pretty fast fast firing guns these [Music] here you can really tell that sideway movement on the on the gun two of them oh those things are crazy and then uh one of these which is called a scar i think it's the gun that i liked from from from crisis really cool i love that thing what have i got in my backpack right i'm gonna take that actually i'll take that as well and then of course i've left a broom why because it's only very nice for of you to clean up your mess once you've gone and dropped bullet casings absolutely everywhere right i think that all gun ranges should have a broom [Laughter] i'm joking i have no idea what a gun range is like i've never been to one so there we go very very cool now there's something cool about the holster points themselves right they are generic they're not just on the player right so here we've got obviously a holster point that works on the player but that same holster point is on these guys as well there we go i can actually store guns on there you can see these aren't full physics at the time while they're stored but once i've grabbed them they come out as per usual right and that's a really cool thing because what i can do is i can put those holster points in other places right ignore those guys for now because over here we've got a bin no i'm joking over here we've got a nice case this case is actually empty right i'm using the context buttons again to activate this uh this case right and what there is in here is there is an actual holster point there right so that means if we choose a weapon i don't know if this one will fit nicely but we'll try it it just about fits just about fits as you can see that holster point again acts as a proper holster point it works properly and then i can just pick up this physics object and now i've got a stored weapon very cool right so here we go and then whenever i just walk around and then wherever i am drop this here pick out my gun and it's empty of course it's blooming empty what else is it gonna be for goodness sake there we go right so really cool holster points and really cool context sensitive actions it all looks really good it all feels really good and of course when you've got a sword on your back it makes you look even cooler actually it's even better when you've got a bigger sword a proper viking sword a viking sword and a ump45 all at once make me really cool right and then while i'm doing that i'm going to pick up this guitar because this guitar has something special as well now what i've got here because of me moving all the movement controls onto the analog sticks which i i made a very big deal about right and this is clearly why all of this that i can do including the reloading activation of that of that case which is over there where is the case i don't know where the case is who cares right it all allows me to use all four of my context sensitive buttons here i can do exactly that i'm gonna have to switch you over in fact i'll switch over in a moment i can actually strum this guitar right it plays some really terrible sound effects but it's uh you'll get the point right what i can do is i can actually play chords based on which button i'm pressing right so i can press this button and change the code to that or i can press this button and change the code to that now this last button which i press will actually rotate the camera so i'm going to switch you over to my view so that you're not spinning around like mad and i can actually play three separate chords [Music] terrible so yeah once i've actually sorted that out properly uh you'll be able to actually hear me play a song right i'll play a proper song for you and get demonetized in the process but there we go that's the point right so all of this very fun stuff that you can do uh you can throw this onto his head and just be like that and then store the next one into your pocket which i just released and then of course get rid of that what you can also do is a bit of wing chun because i did show this in one of the previous project tx videos that was before this new body structure and you can see that it actually looks much more cool now much more cool when you're doing that yeah much more cool when you're doing that with a body structure that actually makes sense more to come later on thanks very much for watching i know this one's a bit of a rambling video but there you go that's how the world is that's how it all goes right so let's just store these up get rid of the gun and that's the end of this video thanks very much for watching see you in the next one good bye diff --git a/research/sources/nimso-transcripts/LhbmofaHkIk.txt b/research/sources/nimso-transcripts/LhbmofaHkIk.txt new file mode 100644 index 0000000..6851759 --- /dev/null +++ b/research/sources/nimso-transcripts/LhbmofaHkIk.txt @@ -0,0 +1,3 @@ +# Project TX Rewrite - Super Stable VR Ragdoll Body! (LhbmofaHkIk, 416s) + +[Music] it's me NIM Sonny welcome back to another video our video this video is very simple one pretty simple and quick I keep saying quick and then it ends up being seven or eight minutes which is probably what this video will be I just wanted to sort of make a quick test video of my of my new rewritten project TX every present system so yeah so this is the new rewritten one not all complete as you can see the legs are a bit jumpy and the elbows but other than that it's pretty good the grubs I haven't rewritten at all but they do have much more balance to them now because of the way that the hands are super nice and soft yeah it's much much better now compared to before now one of the things that I really have been working hard on is making sure that the climbing and everything is as balanced and soft as possible so something for example like this box here which is nice and easily liftable without any wobble is pretty easy you click I slipped off it's pretty easy climb on top of without having to do all the little work all the problems and no bounciness and you can see here as well the actual I K or animation logic because of course this is all rag doll it's all pretty cool and then of course we have here heavier objects so for example this broom here I made it much heavier than the other one you can see here a lot less bouncy then it could be nice and balanced nice and nice yep is that everything is nice and easy to work with I just want it to be as soft and and feel like it's not really a rag doll which is pretty much the intent of all of this it should never feel like a rag doll yeah it should always be just a sort of nice and balanced system have a feeling like a rag doll the other thing as well is that the actual camera that you're looking through is actually a physics Collider as well so I can actually hang the broom on high five on your face high five on your face I can actually climb on the camera actually if I right yeah climbing on the camera yeah the other thing is well making sure that the body structure actually stands on objects nice and easily something that I got quite right as well before actually did most of this stuff a little a long while ago really but the balance and stuff right back in like 26 2017 sorry when I was doing so of the earlier version like the old Walker motion demo if you haven't played that you try it out I do apologize the locomotion is terrible in that I'm so glad I changed the name as well I did I find it difficult to say now yeah hybrid locomotion hybrid presence super easy in comparison to war commotion it was just a frustrating name and it was very frustrating just having the head Bob just to even move like this I mean it's horrible yeah I admit it it's horrible you make mistakes and then they get better everything gets better now I've got a super system much better than before and yeah that's pretty much it really I I'll still be making videos every week I kind of want to make and every Sunday thing now hey yeah I'm probably gonna use it Sunday to make a video every week so hopefully I'll get something cool for next week maybe I'll have the grab system so it out and get the finger control nice and cool and then give you a nice VR video or I might even get a demo out I'm really hoping to try and get the demo of this out there's everything so much more stable now I feel like it's coming to a point where people can actually use it you can actually things like standing on top of something like this it's not wobbling all over the place it's amazing I can't believe it I did used to wobble like man if you try the cross-platform demo which is the back end for this system yeah where you've got physics hands as well but they're not actually hands it's just the controllers and you can change them that one and you stand a stand on top of a sphere in no one it just rattles constantly yeah I've been trying to work on getting just everything working properly but that's pretty much it baby those work nice in the world if stepping up objects nice and easy climbing up them very easy and jump enough SuperDuper easy as well thanks very much for watching I'll have you something fun for next week I do apologize this one was a static camera I mean not doing much I just wanted to make sure that this system actually feels good on camera as well because that was the old way that was the aim always take to make it look and feel like a an actual human body which is what I'm what the whole aim was when I started working on VR in fact before I started working on VR I started doing this stuff my original physics based hand system was actually me just moving a mouse on screen and having the object tracking pepper properly so yeah preview I was planning to get this to happen but yeah thanks very much for watching this video you [Music] diff --git a/research/sources/nimso-transcripts/NNHXKJLjzDo.txt b/research/sources/nimso-transcripts/NNHXKJLjzDo.txt new file mode 100644 index 0000000..84d337a --- /dev/null +++ b/research/sources/nimso-transcripts/NNHXKJLjzDo.txt @@ -0,0 +1,3 @@ +# 3-Day-Prototypes - RAGDOLL AVATAR MATCHING (NNHXKJLjzDo, 941s) + +foreign welcome back to another VR video today we are in not project ex actually this is a prototype that I was just working on since uh since Saturday and right now it's it's Monday so this is a three day prototype really really quick um quick turnaround as per usual it's called The Avatar scale Zone and this is just a quick test of of Avatar scaling so uh on on Friday I believe the bone lab trailer the the latest Gameplay trailer came out and um yeah they have some really cool scaling mechanics in there where the character can literally embody any character size and I kind of wanted to try it out I can't wait until Thursday on release so I just rebuilt the whole thing myself well just a very prototype version of it just to test how the Ragdoll system would work with that um in fact my Ragdoll system was already kind of half half able to to handle some of that this is a completely Rewritten from scratch the the face body so it's very very simple there's no crouching mechanics you can see you can't crawl or anything the the physics is very wibbly wobbly and the elbows kind of go all over the place a little bit but that's fine right it's just it's just a very simple simple way of doing things but what this is is all to test scale look at the size of King Kong so um the system actually in itself it scales the character but also scales the Ragdoll pieces all separately independently and then strength as well so there we go here you can see these boxes here just for testing are all physics objects and they are ranging from a nice 50 kg box over here which is very easy to push around by myself uh all the way up to 10 000 kg so 10 000 kilograms right there there is no way I can push that you can see here even Simple Things become a little bit difficult to push and then the larger objects are impossible even if I run into them full so let's have a look at how the scaling system works look at the scales that we can test so here we go um I'm actually acting as this dude so there we go here you can see a mirror of my of my Ragdoll and there we go it pretty much matches matches this guy so this is a guy that kind of matches my natural height now the scaling system what it does is it takes your waste it takes your shoulders it takes your stomach it takes your hands uh arm length so there we go this is this is a full extension but obviously it's not perfect right now because this is a this is a simple project it takes your head size it takes your neck all of that and scales it according to the profile for a different character let's say for example um let me just reset my default I switch to Mario right so what it'll do it'll scale my view down it'll scale up the collision and the Ragdoll and the shoulders and the size of the waist and everything to match Marios so there we go you can see it matches Mario right and I still have all of my ragdoll physics so this is let me go I can hit the ground and I can jump uh now in terms of strength scaling I haven't given their profile strengths instead I've just um I've just scaled it according to according to the height right so these guys you can see Mario can't jump very high which is ridiculous and then of course we can switch to Luigi there we go nice and Luigi sized and you can see the arms are a bit wobbly but uh yeah these are all the Ragdoll pieces separately scaling um and they're not using local scale or anything like that they're using the actual colliders or changing size and the length of my arm is also changing size this is where things get really cool so if I switch back to default you can see that I'm actually taller now at my standing position but when I crouch I can actually touch the ground it's all very much the natural size right watch what happens when I become DK watch the controllers very carefully I'm not going to move my hands notice how they're further away that's because I'm actually scaling the distance from your body to your hand meaning that we can actually match the length of the arms of a character like like DK and now I naturally have that length so even when my arms are stretched out they're actually stretched out with DK despite the fact that it's far longer than my arms are relative to my body now you can see his head matches as well so this is kind of me match moving to Donkey Kong right so and you can see his jump is much higher because his body is just bigger and this is really cool so if I switch off the physics mirror you can see he just he just has his arms able to just climb over things right so this wall which is now almost one arm in length right I can just kind of climb straight over with one arm used to be very difficult I needed to actually jump that high to get to it you know as this guy so here we go I needed to actually jump much higher and then with DK who can just reach the top right a little bit of a hop and I can just reach the top wonderful let's switch to the next one which is the Hulk so again here we've got the size matching his shoulders distance is matching and everything and of course the strength changes based on that as well you can see his arms are a little bit shorter now because Donkey Kong is a is an ape right so he has much longer arm so here we go you see his arms are shorter with a little bit more wobble try and position them correctly um his arms are shorter this is at my full stretch the the actual rag doll isn't working properly but his arms are shorter despite the fact that uh he's he's taller right so Donkey Kong with longer arms even a shorter size and I still have that extension on my hand right really really cool I love this idea that they had for scaling the controllers again this is uh this is based on the the ideas that were shown in the bone lab trailer so I just wanted to test it out next up we've got Hulkbuster which is much bigger uh much bigger than the Hulk and this is him uh now I've based all of these um Heights and data points on on whatever I could find on on wikis and and wikipedias and uh whatever and Hulkbuster I didn't I couldn't find any height data so I just compared his Avengers size when when they're fighting between Hulkbuster and Hulk and I took Hulk's size and then match scaled Hulkbuster so there we go really cool and he's pretty big as well let's try and make him jump you have to you have to mind gravity because now gravity feels more floaty since I'm I'm you know I'm bigger therefore I have to slow down my movement when I'm jumping I can't just go like this the jump isn't as high I have to slow down my movement and you can see I'm able to really really jump now let's get real big boom and now everything starts to look a little bit small look so here's here's me in room skill movement you see I'm able to just walk around naturally everything's really small here's the size of Mario now I can squish him and again much moved to the exact size of of Optimus Prime over here Optimus Prime and even with Optimus Prime now the size of uh King Kong over here this is a 60-foot King Kong of course when he's fighting I kind of wanted to put Godzilla Godzilla in here Godzilla and uh yeah that's the actual name of him by the way um in case anyone's thinking I'm making any insults the actual size of Godzilla is 390 feet so like six times this I didn't bother because I don't want to make my roof that much higher this is a 40 meter 40 meter ceiling so here we go next one final one boom and now I'm King Kong you can see my physics is starting to get a little bit wobbly considering that the hands are so damn big right and this is massive and now you actually have to kind of understand how gravity is working at this size everything seems a little bit floaty and that's natural because gravity is much much slower than you think it should be and look at the size of everything that's the normal human right there this white thing here tiny little thing so let's switch back to normal human size and in fact I can touch the ceiling as King Kong let me just do a proper jump again I have to be aware of gravity it's all really cool I can just step over those things that were climbing right I was obviously climbing them as Hulk even as Optimus I can just walk over them now step step triple step and you can see here this doorway switch back to normal [Music] look at the size of these doors right this one the only one that I can touch the ceiling off and then this one I can jump and touch the ceiling this one I can't touch the ceiling at all but if I'm DK I can slap it and then if I'm Hulkbuster I can kind of get a little higher up Bang but even then this doorway is too big so now Optimus Prime can just about put his head underneath that doorway again the collider does apply the actual size of the head changes so you have to lower your head to get through there and then of course when you're when you're the Giant King Kong that doorway is too small for you now you kind of have to go down you can't you can't even Crouch under that I'm just too big really really cool so let's have a look at the scaling in relation to objects obviously can't push this thing and then this can just about wobble it a little bit this I can smack DK really really long arms you can kind of pick that up as well much much easier I can kind of push this blue thing now with one hand nice and easy but this big pink one big red one let's switch off the mirrors things are getting a little bit difficult now at that scale but if I'm Hulk much easier to push and then this big one nothing yeah nothing let's go much more metal now I can wobble it I can just about wobble it drop the big things at the top but if I'm Optimus one hand smack really really really really really strong because I'm so big it changes the mass of the character as well which means the grounding has to be stronger as well so the leg strength is stronger the ability to move bear in mind how fast I am accelerating right now in reality considering those small squares are one meter squares so when I'm able to do this I'm going Suddenly at like 0 to 60 in no time at all and then you get real big bang oh wait hold on before I do that [Music] I can just about wobble this giant 10 000 kilogram box as Optimus Prime yeah and again I'm not taking account of the materials that these guys would be made out of obviously I would be a little bit stronger than this if I were made out of metal but King Kong boom now let's see how much this thing can handle easy just push it down oh I love it I am loving it this is blooming fun but there we go nothing can nothing can stop King Kong just pushing objects around it's throwing me about because gravity cannot hold me I am just too big every time I lift my body so this is me just crouching in reality and lifting my body and you can see I jump every time I just move my body up gravity cannot hold me down it's just he's just too big and then of course let's see how big this box is it's massive it's absolute look at the size of that dude look look at how big I am right now I'm standing as tall as his ankle and then Mario even funnier look at this this is the tour this is his tour it's a bit awkward standing here let's just talk I'm shorter than his ankle and then suddenly I'm Hulkbuster and now up to his knee actually up to Optimus Prime's knee nearly there we go and then boom now I'm Optimus Prime and look at look at King Kong against uh against Optimus Prime and this is the short King Kong the one that fights Godzilla in those movies has been scaled up by about five times so yeah he's real big Optimus Prime cannot move this big box pink red box and then just suddenly boom now the big guy hey and you can just move around real easy anyways so that's that a bit ridiculous a little bit late and uh just want to put this video up it was a quick test of of an idea that I wanted to try out myself um an idea that was put forward by stress level zero I am looking forward to the game on Thursday and I will be playing that immediately upon release if my internet can handle downloading that's assuming this internet can handle uploading this video as well anyways I'll see you in the next video um wait let's uh let's do this as someone more useful Goodbye Oh wait YouTube let's see how monkeyfied it looks anyways yeah goodbye see you in the next one bye [Music] diff --git a/research/sources/nimso-transcripts/Ov1CUo4Y4YM.txt b/research/sources/nimso-transcripts/Ov1CUo4Y4YM.txt new file mode 100644 index 0000000..b8a50ea --- /dev/null +++ b/research/sources/nimso-transcripts/Ov1CUo4Y4YM.txt @@ -0,0 +1,3 @@ +# SLAYR - Fixing Lower body animations for VR including Jumping! (Ov1CUo4Y4YM, 334s) + +[Music] new Sony welcome back to another via video I'm back in the Slayer project as you can see and I have upgraded my walk animations yeah so the four animations are now a lot more realistic I wouldn't say realistic they just are more functional so it actually worked properly now it looks like I'm actually so staying on the ground they don't slip around as well and of course I can still be my running and they kind of sort of much a little bit more in terms of the stepping rate is more realistic but more importantly what I've been working on up for now is actually the jumps so you can see here the body does actually move much more naturally so I can see in the shadow of course so I can actually do star jumps which is quite weird too and of course this is back in the climbing system again so again we're testing the climbing but only for the animations yeah so this is for the foot animations and you can see how quite well it works um where's my tracker there we go bouncing all over the place right so all of these climbing this isn't so a main part of the game it's literally just for the sake of testing the physics of the grubs which are much more limited now that was a very weird jump which are much more limited now so you can see I'm using two hands a lot of the time [Music] to actually grab on to things and that's simply because I don't have the physical power in the in the arm strength anymore you know it's not so of that song infinite power in your arms you can see here if I do a one-handed throw that's about as high as I can get out of a 100 throw it's it's just weird you know now if I do it with two hands OOP you can see and that's about the limit of that as well so this is all coupled with the actual weapons as well they're all entirely based on the same physics limitations so you can see here it is a physics weapon entirely grabbable by my other hand and of course switch you're pulled back into the other hand and you can see they do collide with each other as well so again with the tracker and I do actually collide the limitations on the actual weapon they are still a bit weak but they do let you float so here's a normal jump now here's one with some weapons pointing down and feels like I'm actually flying a little bit there so you can sort of hover up a bit but they're not gonna help when climbing so let's get back up here and try this one more time I know any field [Music] you nearly failed again I keep nearly failing in this in this video this is not the first time I recorded this video by the way the first time I recorded this video some guys outside decide to do some fireworks you do realize it's like literally 1 o'clock p.m. it is broad daylight outside why the heck of people doing fireworks at this time anyway doesn't matter now we're doing it again and one more before we get this nice climate climate nope so all of these are quite high jump yeah you can see we are nearing the top now please don't fail yep yes so oh it's tiring as well OOP and we're up finally one I'm up yeah now let's do a nice jump off the top and do an Ironman landing oh I've been dying to do that that's the end of this video goodbye oh one more thing I am going to be updating the other physics demo for vive but right now I've been working on getting those physics limitations in and of course a few changes to the actual Collider grabs as well so you don't just grab things from miles away from the wall or they do actually latch to where the edges yeah so I'll be up doing updating that very soon thanks for watching goodbye [Music] you diff --git a/research/sources/nimso-transcripts/PN8h4rGf1IM.txt b/research/sources/nimso-transcripts/PN8h4rGf1IM.txt new file mode 100644 index 0000000..7f1c929 --- /dev/null +++ b/research/sources/nimso-transcripts/PN8h4rGf1IM.txt @@ -0,0 +1,3 @@ +# RoomWalker - Another New Locomotion System! (PN8h4rGf1IM, 565s) + +it's me n so welcome back to another VR video today's video is a very short one uh it's just about an idea that I had um for for Locomotion now the other day I was watching well the other day this like 2 3 weeks ago I I I I worked on this locco system for a day uh but it wasn't it wasn't today it was a little bit ago I working um I was watching a video uh titled walking around Skyrim now what you might notice uh when when you see videos like this there's there's a bunch of videos like this where people kind of walk around the games that they play and um what they do is they they kind of walk in the distance that they want to and then they turn using the analog stick and then turn in the real world and continue walking in the distance in the direction they were going in game right so I thought maybe there's a better way to do this right maybe I could write a local system that'll allow you to do that automatically uh with minimal effort or or no thinking at all really and um excuse me and I'm kind of breathing loudly because the headset just leans in all the wrong ways right just lift this off my face and I'll be happy that's what I kind of do when I place my headset you might notice my face is kind of always making these stupid blooming it doesn't matter anyways so Locomotion now you may know I I build a bunch of locomotion systems in the past uh a bunch of that's that's a lie I've built uh two Locomotion systems so far one is my regular Loco system that I use in in pretty much every video that I I build in VR where um my hybrid Locomotion system where you kind of physically move in place walk in place or jog in place and you move in whatever Direction your controller is telling you to go I made a different version of that which was called exploration uh because it was all about sort of exploring rather than game mechanic friendly it's not super efficient uh and you kind of use the position in the game playay Space in your in your VR space in your room uh to to direct that system and then the same thing as before where you kind of sway or or jog in place and that gives you full directional control without the controllers right brilliant but this one is intending to do something completely different there's no swaying or or walking system at all all it does is assume that whatever Direction you want to go in you push you push the analog stick is the direction you're going to physically walk and that means you actually have to perform the physical space so look carefully you can see that I push the left analog stick and I go absolutely nowhere but this is directing which direction the system will allow me to move and all I do then is I physically walk so I'm going to push forward I physically walk in that direction well you know what we'll do it that way so that we're not going down a hill I physically walk in that direction and then that's the axis I want to move in so all I have to do is then continue the amount of distance that I want to move going backwards and as you see in the end I get the actual movement that I want it's so ridiculous it's so ridiculous so there we go I get the physical movement that I want and I have to perform the actual distance that I'm I'm moving right so all I do is tell it what direction I want to go and then I just keep walking wonderful it works and and it does exactly what I wanted it to do which is it allows you to use your entire room s space um and you're never getting any actual fake locco right you're never actually moving in place using a loo system you're just physically performing the distance you want to perform so for example if I want to walk all the way to that yellow thing and this is going to take a little while because you are physically walking all of that distance right there we go and of course it takes speed into account so you can just kind of speed it up a little bit but it's a little bit much more it's a little bit much more that doesn't make sense it it's much more Awkward that way when you're trying to because you have to change direction constantly right in your real world uh but but the point here is I'm not having to hold my head and and rotate everything and I'm not constantly losing my orientation when I'm when I'm rotating using the fake stick to do this instead I'm just I'm just walking in the axis that I want right and I never have to think about it I push the analog stick once in the direction I want to go it I'm holding in that direction and I just move I just walk naturally and even if I go sideways right I'm still pushing forward I go sideways it allows me to do that it's not cutting out all of my motion I'm getting the actual room scale movement that I want but any backwards movement is swapped to forward movement that's it and it it just does it right so there we go and I can just walk into this little area here and carry on right I don't how far am i this way all well that's fine and again it it's directional right so I can I can face that way if I want to and walk backwards so there we go perfectly fine you can you can just I'm I'm pushing it down I'm pushing the analog stick down and move backwards that's it it just works as you want it to it's it's a very simple idea but I thought okay how do I turn this concept of physically walking using the space that you do have to to align it in the direction you want to go in the game world right so how do I actually do that and there we go I did it right so now you can just you just naturally walk the way you want to right you don't you don't even have to rotate it right you can just walk the way you want or you can just come up here you can walk the way you want go back down again obviously if you have a larger space this becomes a lot more a lot more usable and a lot more efficient but there you go like it's it's about making use of the space you do have and your end results are just beautiful it's just absolutely wonderful the ability to physically walk the whole distance especially if you know your space I know my space very well cuz I I use VR constantly and uh yeah just it becomes really easy to to do it the way you want it's a little bit unusual right it's very very unusual actually but you get into this and it gives you the the literal thing that that these often a YouTube video is trying to do which is to actually test physically walking the space that you're looking at but this is just doing it this is just doing it through a local system it's so it's such a simple idea as well it really is uh if you're wondering what's this world this world is is just the the starting point the makings of a recreation of the sunbox world that I I normally use I'm working on a on a project TX demo this is going to be Quest compatible so what you're looking at here this is there's no post processing for the first time in one of my videos for a long long time there's no post processing there's a a much more simplified Shader everything's as simple as possible I'm just using Dynamic Shadows right now just for now for testing but again I'm going to simplify down to mobile friendly uh for for this build and it'll still be viable to to then upgrade it to a PC version without any e effort but uh but there we go yeah uh thanks very much for watching that's that's the idea I might I'll I'll try and put a buildup of this as well uh soon but in the end project TX will have each of my local motion systems integrated anyway so you'll be able to use the exploration mode where you just physically walk whatever whatever Direction you want to in your physical space and then just use the local system or you'll be able to just use your regular you know joystick movement or you'll be able to use the regular hybrid or you'll be able to test this out as well just sort of walking naturally using your space um but there we go one one unusual idea after another as you as you expect from from NSO thanks very much for watching I'll see you in the next video goodbye diff --git a/research/sources/nimso-transcripts/POQ_Wm_ZK2o.txt b/research/sources/nimso-transcripts/POQ_Wm_ZK2o.txt new file mode 100644 index 0000000..76b44ea --- /dev/null +++ b/research/sources/nimso-transcripts/POQ_Wm_ZK2o.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Breakables & Advanced Loose Grabbing! (POQ_Wm_ZK2o, 1241s) + +[Music] it's me named sony welcome back to another vr video today we are back in project tx i've got a few uh sort of mechanical changes uh going on here as well as uh some a little bit of uh sort of hand stuff that i needed to talk about grabbing stuff and whatnot so um let's let's have a look so here we go uh we have here a new little weapon here and this is relevant because it is relevant to the balloons which can now actually act like balloons let's grab these there we go uh so here we go balloons let's pop you out a little bit here what we can do with balloons is we can actually take this hammer and we can go we can pop the balloons and that's important why because it is part of the breakables system so i've got actually a reactables concept which basically an object can have something called a reactable attached to it and if it is reactable then it has um explosive it has uh you really collision detection and it has bullet detection as well so bullet detection let's have a look at these balloons again balloon popped wonderful right but those aren't the only things that we can damage so here we have a crate let's put you in regular camera yep that's right and this crate over here that's a great box this is a crate this crate is also breakable so this is the cool part right here we go it didn't break um so yeah they don't currently have a proper health system which i kind of want to work on a little bit so that they can be damaged over time but unfortunately they don't do that right now instead they are just purely based on impulse so as long as you hit it hard enough um it will break there we go wonderful it breaks wonderfully and of course the same thing applies for these boxes here well if i can't pop it on a wooden box i can probably pop it on a metal can uh oil drum there we go wonderful yes so the point that i wanted to make that is that things react differently depending on the material that they hit for example if we have wood bat what nothing and you can see that i have not actually put any put any audio in yet uh either but if we take metal bat metal bat is good metal but can break things nice and easily wonderful and of course metal bat can also knock him out wonderful but the best part is when you knock him out using a box so let's get him one two three oh that didn't work very well and he didn't break the box either [Applause] right okay so there we go it's uh it's pretty cool it's a workable system here we go we we've even even got some attached to this oh sorry there we go one two three wonderful a breakable broom as well so there we go i've kind of set up the pieces nicely uh they break nicely it's only those pieces so far that are breakable but they do break with other things as well so not just collisions so here we go um we've got the crate and i just punched it wonderful there we go so yeah you can break with other things like smashing it up wonderful and then explore these two get over here in the box and whoa and it actually sends the pieces out as well what are you doing trying to go back in the vending machine get out of here now currently these pieces are all um just despawnables right so they just there we go we just they just vanish over a certain time frame depending on the object i can set a time frame for these boxes since they have a lot more pieces i actually decreased the amount of time that they spend and you can see that it's just one set of pieces for now uh i haven't done sort of um partial breakage where you can break pieces off uh not yet but that is something that i plan on working on and i haven't made them full props either they're not grabbable or anything like that i can make them grabbable without making them props that's pretty easy it's relatively possible but uh not not the west so let's go get the physics gun there's the physical gun before before i get that these two special version of the penguin launcher of course they launched something as well and you can see based on their colors that they launch balloons i really need sounds don't i it would be much better with sounds but there we go i decreased the rate of fire uh well no i increase their rate of fire i decrease the delay time so they can just fire much quicker now than the penguin grenade launcher um also do they no they don't pop they don't pop when i go that close but there we go wonderful just balloons everywhere absolutely everywhere and why because we can pop them now i did add some blood blood effects to this dude um what how are you get uh oh we've got the wrong material on your arm he's getting bullet holes on him like legit bullet holes not not the blood holes uh they don't actually affect him as you can see he's still perfectly fine he can walk around but he can't get knocked out by a metal gun wonderful right of course as you can see all the balloons are very popular they'll be even more poppable when i've got around a a machine gun of sorts let's see grab one of these and one of these if you're wondering why why i'm falling sometimes like that it's because i'm stepping on the bullets i don't know why i haven't fixed that yet there's a layer problem and i'm stepping literally on the bullets so absolutely wonderful there we go um yeah so balloon gun but there's something more of course i have fixed the uh the sort of loose grabbing system and i'll be showing that in a sec as well there's a little bit more to it than that actually there's something advanced i wanted to talk about which is not finished it's nowhere near finished it is something that needs work but oh i was supposed to bring the physics you are not a physics gun there is something i did that was dumb uh i accidentally um made the level boundaries detectable by the grapple hook and probably by the actual climbing things as well so oh yeah also there's some uh there's some finger problems on this one as i said i have been working on the pose system but there we go we'll leave that to hang on the sky and you are not the physics gun you are the physics gun [Music] off we go there we go right so now you come with me hello and then we'll take one of these and one of these and one of these and one of these and possibly maybe some of these there we go wonderful and you can see here that i've accidentally broken a few uh these pieces are pickupable as well so there we go wonderful absolutely breakable fun but we can of course build a fortune [Music] there we go wonderful come over here and there we go oh falling through the ground as well there we go yeah i need to work on the falling through the ground stuff it is because it's detecting some objects underneath me and then when they get deleted there are some problems with that oh you are not the box i wanted this is not the box you are looking for there we go wonderful here we have a fort and then what we can do of course is we can place this here oh wait hold on hold on we're gonna need a penguin we're gonna need at least one penguin you you can be our angry bird there we go penguin bouncing bob you can be the angry bird and it's ridiculous out of the way camera right one two three oh wait in time in time hold on there we go i missed oh i missed the angry bird oh dear oh my there we go wonderful it's it's absolutely brilliant um i never did show off these the hex boxes the hex shape boxes there we go hex boxes wonderful they come in multiple colors as well wonderful speaking of colors i accidentally made a mistake when building the balloon gun um where the gun itself instead of instead of spawning colorful colorful balloons uh instead of spawning different colored balloons as you can see uh i accidentally set the color of this so it was actually changing its material to the different colored balloons so yeah the gun became balloon colored really really ridiculous but there we go now what did i want to show you firstly of course guns can also destroy these forts so mr penguin will take you and we will take you as well you are important because we want you to not bounce too much because not only can i destroy the boxes there we go wonderful with guns but i can also pop these things if i could aim oh he's lit on fire yay so there we go and then that's lit that one on fire as well of course so there we go it's it's absolutely wonderful i love doing this this is very fun it is ridiculous right so we'll take one of these crates and one of these crates and possibly one of those crates as well there we go and now we need two of you one of you and one of you now so here we go if we go in slow-mo we can activate them both oh it doesn't matter i'm out i'm out and nope ready and you can see the blast it makes things go real far okay uh enough messing around anyways so there we go um explosives uh breakables they all fit together nice and neatly and of course you can see here the explosives have sort of timed randomness on them time to randomness on them and then they can also kind of be exploded whilst they're on fire if you shoot them enough or if their randomness activates them yes there we go now there is something special going on here as well now in the past i have shown my pause system for hands as well as the actual shaping of a linear graph right where when i tilt the hand like this you can see that the object tilts more depending on how i i turn it i tilt it right so that's something that you've seen before i've shown it in previous in in much of a much earlier video a much earlier project tx video but i wanted to work on something a little bit more advanced than this now originally when i first excuse me been eating some biscuits when i first did a loose grab um this was before the the sort of sliding sliding idea that that bone works showed off but before that i did a sort of rotational loose grab right which is similar to this but it was kind of just a loose rotation it was a bit messy it looked terrible you can test this in fact in the old walker motion demo and um and that was all right but it was um it wasn't very good but i still wanted to do something like that so here we go we've got tilting so as i loose grab the object you will see that it tilts right it tilts based on gravity though it's actually loose grabbing the object it loosely holds the rotational joint of this thing right and you can see it actually loosens my finger grip as well right there we go if i move my thumb all the way right and then on the other side as well you can see it it just loosens the grip right so this is actually a loose grip hammer now completely loose and you can see how it's it's just completely loose now right it's wonderful it's not finished yet but you can see it's very loosely gripped right so there we go lean forward that's the regular lean and then i loose grip it and you can see it relaxes that little bit now i might actually extreme this a little bit more so i might increase the the amount of loose gripping but you can see here it actually tightens the grip it literally controls the tightness of the grip there we go and it looks really realistic on the hammer especially there we go really nice right and that's what i've been working on i just sort of want it to feel really ripe like really realistic so just just a little bit of loose gripping really feels good and and you can see the hand actually pauses right according to that now this applies of course with multiple objects as well um right now it's only a linear grab thing it's only a cylinder shape grab where is that there there we go so you can see here same thing as well we can tilt it by by swinging it but of course when we loose grab it you can see you can loose let's grab that loose grab that there we go absolutely wonderful right it just it just works as you would expect it's brilliant i blew me in love it and unfortunately that's really all i've got for you today a lot of behind the scenes work unfortunately no audio for all of the newly little things uh new little things why am i talking like that um but yeah other than that it's just the fun of popping balloons yes wonderful i actually added these balloons today it was just a very quick i was working mostly on the hand paws and hand grabbing physics stuff in fact the idea is that that they are now um i've upgraded the actual behind the scenes data system so that i can now do that very easily i can very easily sort of manipulate the object in hand now based on however i want it to manipulate right so there we go we've got a loose grab you see that loose and then this way as well loose loose grabbing right it's absolutely wonderful it's the it's the most tiny little detail that i could uh i could really put in to put into the system right now you can see there's still a loose problem with my sort of secondary hand it's not it's nowhere near perfect there's a lot to do with the secondary hand right a lot of work to be done there but that's okay we can just play with balloons and just shoot them at that guy in fact on his head and he's down once again anyways that's uh that's all from this video today um not much to talk about but plenty of stuff going on behind the scenes uh a bunch of things that i i need to get done as well um yeah still continuing it's about 40 now the the little map my road map of things although a lot of those things are now going to be completed all together because there's things like getting getting some of the map map elements complete in the main menu and the other levels as well um the other levels being the the sample maps that i've been showcasing so this this one here of course one of these uh i want to do some upgrades to the actual building in the background there um i'm not sure what i want to do yet but i'll do some stuff hello you come here oops not a balloon there we go and uh yeah that's uh that's uh that's that really uh thanks very much for watching i will probably be uh doing some more cool things i'll be working more on on getting the actual mechanics that are here finished up and oh by the way they don't pop the balloons when you use uh rubber bullets but there we go um yeah so i'll probably be working more on the more basic stuff and other than that you know it is how it is so i'll be showcasing some more cool things that are more polished and definitely looking to get the audio in soon as possible so we've got some audio coming up very soon right now um the hits just don't feel right without the sound once the sound is in everything feels much much better but yeah it's it's getting really cool now seeing the objects breaking to pieces and all of that so thanks very much for watching i will see you in the next video thank you bye [Music] you diff --git a/research/sources/nimso-transcripts/PSOV2vX5MrM.txt b/research/sources/nimso-transcripts/PSOV2vX5MrM.txt new file mode 100644 index 0000000..ec335d6 --- /dev/null +++ b/research/sources/nimso-transcripts/PSOV2vX5MrM.txt @@ -0,0 +1,3 @@ +# Half Life: Alyx - Do we need arms? - Made in ProjectTX (PSOV2vX5MrM, 430s) + +it's me nem Soni welcome back to another yard video today's video is just a little bit of a quick short video to do with the little debate that's been going around on I think Twitter will about hands and ohms in VR obviously with half-life Alex coming out the trailer showed that the that valve have gone with the idea of only hands twitch to a certain extent I understand because obviously when it comes to the actual tracking the only tracking we have is the two hands by default where this off standard setup is the two hands and of course the head tracking as well now obviously the discussion is about visuals pretty much all the time and myself I have another point to make on the subject so I just wanted to make a very quick video this video is obviously not going to release this demo I'm working on it hopefully a new system will be up and ready very soon but until then I just wanted to talk about this subject here the idea of having arms obviously is just a visual aid in normal games however with the with the half-life Onix kitten I've noticed that it seems to be physics based hands which of course is the same as my system and a few other systems out there we're in the character's hands are actually physically there so you can sort of move objects around pick them up like that and then you know you've got a sort of an actual physical hold on those objects with physics hands there's a difference because arms are no longer just a visual aid to realistic motion or realistic looking hands now they actually have an impact as you can see like an elbow things around with the elbow and that makes an actual impact enough that I actually noticed it would have affected the trailer itself is a very short moment about a couple of frames or so just when the character is going like this and and moving things out before he grabs the thing at the back or should I say she or whoever's playing just before that just after that happens there's a little toothpaste or maybe it's just a cube of some sort of other thing which they actually go behind that booth base they go like this they put the hand behind it and the wrist is right here wrist is right here sort of pushing that proof best would have fallen off the table if they had arms so it actually has a detectable impact on the actual way the character moves and and the interactions with the world you see if I didn't have elbows I'd be able to just go right there however with elbows there you go forearms are quite important and that's actually something that I've mentioned before in another physically do not this one here not with this project but with the hybrid test chamber project with that project the problem was that I did have physics based hands for a while but I actually added four arms in that project and the reason for that is because of what I've shown here now that project didn't have physics body as well which this one of course does so what I'm doing here is a little bit different because here it actually impacts the character movement as well now this isn't something that I've noticed in half-life Alex I don't believe that's the case which would make sense anyway because for new users this can be a little bit more difficult and make it make it more of a difficulty to actually get used to VR so for that I understand I wouldn't want to put new users to VR straight into something like this or something like some of the others that are doing this system as well but you can see straight away I went to sleep a little bit too early you can see when I actually climbed this that my elbows and my arms actually have an impact on my motion as well you can see yeah and completely relaxed my hands I can sort of open and close them but you can see I'm still hanging on the Lada very very cool and of course when climbing it makes a massive difference when you're clambering up a Ledge they can see here you can see I'm actually using my elbows to to actually climb as well it makes a massive difference on things like that and of course on something as simple as picking up a box source or something like that let me just go get a small box which I believe there's one over here or is it yeah there we go now obviously I can pick the boxes up with my hands here but of course one of the problems with that is it's purely a grab point whereas here you can because it's a physics based system you can actually pick them up via pressure as you can see and as a result having arms it does impact that as well you can sort of hold things with two arms you see oh that was useful let's just hook this one you can see how it actually impacts the the holding of an object here for example I should be able to pressure grab this like such there we go I've been able to pressure grab it to my body without actually physically holding on so yeah there you go having four arms with a physics based system physics based hands does have an impact it does change the way you move for example like this pin yeah see you can see the beam flips over because I didn't dip my hand in properly if I don't dip my hand in the hole Ben just flips over and then that happens so yeah having arms does make a difference to the actual gameplay in this case maybe not so much as it would here but in half-life Alex it will have an impact on how you move your arms and grab things that's my point I don't actually mind the floating hands visuals there's no problem with that because it doesn't have any impact on the gameplay but having forearms on a physics based system is quite necessary and I did saw in my test chamber where only the forearms were actually there there was no full arm there was no body it was just the forearms and the hands and I believe it it makes a massive difference in the way you grab things thanks very much for watching and that's this video a little quick short quick short video hopefully I'll get one more done before I'm off to Germany thanks very much for watching goodbye diff --git a/research/sources/nimso-transcripts/PWAeqfuaTM4.txt b/research/sources/nimso-transcripts/PWAeqfuaTM4.txt new file mode 100644 index 0000000..647c40d --- /dev/null +++ b/research/sources/nimso-transcripts/PWAeqfuaTM4.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Time for some proper COMBAT! (PWAeqfuaTM4, 727s) + +[Music] it's me nim sony welcome back to another vr video uh welcome back to an empty room actually we are back in project tx and you'll notice it's a little bit devoid of of things in this room here um now that's because i'm actually been testing something that requires me to transport between places it's quite literally transport yeah so uh why don't you follow me um camera mode switch switchback me you should be able to see from my point of view hello right so here we go um so that that's the thing over there you'll notice it's just a completely empty room here otherwise um with some a bit of lighting testing going on in here quite a few tubes added to the main lighting lamp this is the coolest lamp you could ever have like i wanted to have lava lamps throughout this place but then i realized i don't want to have like weird mesh reshaping going on on so many particles and yeah so this was a cooler idea this is a cooler there's more to it than that but still so here we go let's have a look over here and as you can see the light will shine over to here nice and nice and easy and uh yeah so what we've got here is a like a riff a rift in space a space-time continuum yeah this is all very hybrid right uh so this here is my new teleporter this is something that i well it was visible in one of the uh other project ex videos in fact it was visible in the in the studio tour video um inside the inside the um what i call the mario pack the large pipe not the small one where tubby was hiding um so yeah now we get to see what the effect is like very very simple one and it took me a while to get the ragdoll to just not explode when doing teleporters but now they work properly although every once in a while they do have a sort of sudden a sudden jump in the camera it's a bit weird i'm going to fix that eventually if i can kind of reproduce it reliably but let's just walk right into this it it's got that feeling of like i can't wait to get some sounds and effects going on but it's got that feeling of you just place your hands into it and you're just like and then and you're like oh it's really cool um it actually works uh very similar to how portal would work right so if you enter an angle it releases at that angle right it rotates you and everything so here i'm going to enter at like a diagonal going that way and you can see here and now i'm walking diagonally as you can see here right so i've walked diagonally of course if you're jumping you jump in and uh yeah it just works exactly as you'd expect so if i'm looking this way as i walk through there we go it releases backwards it all it just sort of rotates and and corrects exactly as you'd expect so it works exactly like like portal would right so you just walk through and you're into a different room and that that room's actually right behind this one i haven't got the doors sorted and i've got a bunch of interaction stuff to work on but right now i have some pretty cool stuff some fun stuff to work on which is a ragdoll so obviously we had we we saw penguin in the last video hey how's it going right uh but today we've got the tiny who uh every now and then will step on his own foot uh because uh yeah ragdoll is a little bit of a problem there but uh yeah he's he's a little bit stumbly but other than that he's got a pretty pretty swagger cool cool walk to him yeah let's let's get to get the camera over here there we go that's nice right hi so yeah there we go uh he's got a cool cool look to him obviously he is a rag doll he's falling onto his own on onto his own feet here you might have seen my little post on twitter was a little bit ridiculous where he uh he was kind of broken and you can see his feet sort of swinging around while i was attaching his chest to space but there's something more cool going on with this guy which is not just him wandering around you can see the wandering looks pretty cool other than the foot problem right so really really pretty cool i'm going to switch back to my camera so yeah he's got a pretty cool cool stunt to him he's got very very good idle animation going on right now um but that's that's all preliminary anyway i'm gonna do a lot more i need to make him look very live in many ways now unfortunately right now oh wrong section right now he can not really go into ragdoll i've just got a switch to sort of drop him and then when he switches out oh oh there we go he's in ragdoll he does have a lot of structure to him while in ragdoll right so he still tries to hold position right now he's just using the idle animation as you can see he's still he's still living right it needs to look like a live human a humanoid in fact a live tiny in this case but uh yeah so he's still living he's still sort of breathing and moving and animating very slightly but very very loosely right unfortunately he doesn't have a getup right now so he just uh he just stands up nice and cool well let's get on with it so there we go he's got he's got a nice wonder state which allows him to he wanders around then he switches to idol if he if he arrives before his timer runs out and then he'll randomize his position once again so there we go very very simple wonder wonder state which allows him to just sort of run around hey oh there we go he had a full 10 second stop there he has a random choice between 4 and 10 any random number between 4 and 10 and that amount of seconds he'll stop so yeah pretty cool but there's more to it of course he's got some more some more uh action going on with him uh i was going to do this with the penguin but i kind of wanted a humanoid character to mess around with so let's get into combat whoa there we go so he's actually got his hands up now i kept his uh his fists closed for now because i haven't animated that i'm working on a new hand pose system which will work for my system and and his and you can see he's actually got the ability to attack there he's actually got a few punch animations which he just sort of randomly chooses between and he actually closes the distance as well when he attacks so oh stop it so there we go he actually tries to that was supposed to be a push by the way the two-handed one uh yeah he tries to close distance as soon as he tries to attack and then he switches back to his idling fight state pretty cool it looks really good it works really well and then of course i can use this for a little bit of training so let's get the camera out there hey dude can you just leave me alone for a sec dude calm down right so there we go we'll get the camera over here and now you can see him right all right so i'm going to switch over to that again and then we can switch the collapse on at any at any point which looks a little bit realistic but let's uh let's just have some dodging yeah you can't get me boy oh you think you can hit me come on i can dodge every hit i can dodge every hit now every now and then you'll see that my finger my index finger on my left hand kind of points out that's because the touch sensor on my oculus rift cv1 controller is completely dying like it's it's now boy is it five years old so yeah really really bad yeah let's try whoa dry in the face now what i want to do here is i time the ragdoll activation so i'm just activating the rag doll and i'll time that with a punch right so [Laughter] it looks brilliant i love it uh so yeah unfortunately he doesn't have any uh sort of health behavior or anything like that wow i've turned around a lot in my in my play space um he doesn't have any sort of health behavior or anything like that so he's just sort of [Music] up you get a wonderful way of getting up there hey get off me you go back to wondering off you go yeah so there we go uh pretty cool a very very short video actually not too much rambling for once that's unusual but yeah you can see it's really really fun already to can you get out of the camera view please dude yeah you can see it's very fun it's uh it's very fun yeah that's about all i can say really it's it's excellent honestly um i've got more animations to do obviously i did most of the animations after all the the main structure work behind the scenes took most of the time and here he goes walking in front of the camera again right come on come on you want to mess around with me you want to mess around this is what happens to you stay down idiot now thanks very much for watching and uh there's more to come more more combat stuff to come and a lot of like action work he should be able to he's actually using a lot of the player control systems so he should be able to stand up jump up and stuff crawl around if i want him to he should be able to do pretty much everything that the player can do same as uh penguin of you over there hey how's it doing uh how's it doing that that's a that's a new one so yeah same same thing as penguin over here he's got a very similar follow state machine and uh yeah unfortunately penguin doesn't doesn't have any combat yet now he's supposed to be heavy very very strong machine so it will be far more dangerous to to to fight him both of these characters will be able to pick up weapons now uh that's that's something that you need to be aware of these things are not supposed to be easy to battle those guys are going to be more regular maybe they'll range up to very very difficult it does i don't know it just depends on on how things go with with those kinds of characters but for now you can see how how well that the the system finally i'm finally able to just use the system a little bit exactly as i wanted it to and it's almost immediately brilliant for the for combat uh so yeah definitely waiting to get that get that ready for now look forward to a demo soon unfortunately it's just not ready yet i need to make sure that the menu systems are all properly done that the calibration system works perfectly not just good enough but perfectly and then um and then yeah we can i can get it out i i have to test on open xr a few controller tests as well but uh but beyond that um yeah that's about it really thanks very much for watching uh penguins say bye yes thanks very much for watching i'll see you in the next one bye [Music] you diff --git a/research/sources/nimso-transcripts/PXv3YlTQbWw.txt b/research/sources/nimso-transcripts/PXv3YlTQbWw.txt new file mode 100644 index 0000000..d84db95 --- /dev/null +++ b/research/sources/nimso-transcripts/PXv3YlTQbWw.txt @@ -0,0 +1,3 @@ +# PROJECT TX Update News & Returning to video production! (PXv3YlTQbWw, 20260908) + +It's me, Nimso. Welcome back to another video. Today, we are just talking about Project TX. It's been such a long time since my last video. My goodness, been a number of months now since I've even recorded a video. Things needed being to be redone. I've got a new monitor here. It's a 32 by 9. [music] Bloody wide, man. It's so wide. As a result, of course, I had to reset up my OBS recording setup. I had to redo a bunch of things. Uh you know, updates and this and that. It's been a long while and I decided today's video, I'm just going to try and get back into the flow of things. It's It's difficult to make these sometimes. You [music] know, I had set up such a a way of making these things It's the It's an efficient way for me to make videos, especially with this setup, you know, the whole the whole thing going on here. Um the the virtual studio and whatnot. But, at the same time, it's a lot easier just to just to record just to speak into a microphone and talk about something, right? Uh when you don't have to do all the other stuff. So, I wanted to get back into the flow of making videos my way of of getting back into how it used to be. Now, it's not going to be exactly how it used to be. This is going to be a bit of a new era for Nimso Studios video production, but uh I am going to redo a bunch of things and I'm going to try and get a lot more efficient with my video production. Now that there are there is some big news. I'll get back to the video thing in a minute. Um Project TX, big big update. It's really important. Project EX has now entered full-time production. What does that mean? Okay, obviously, you're supposed to have fireworks now. Everyone should be cheering. It doesn't You don't ever know what it means, but it's supposed to be cheering. Let's get the lightsaber out here. Boom, boom, boom. We've got fireworks. You can boom and ducks flying everywhere. Ba Project EX has entered full-time production. What does it mean? It means I am now free >> [music] >> to work full-time on Project EX. Yes. I've got some funding processes going on. And you know, in the real world. And as a result, Project EX is the only project I'm working on now. Right? It's amazing because it means this is This is now Namesco Studios is an actual game studio now. I am or we are working on a video game called Project EX. Actually, it's not called Project EX. There is now officially a name as well. And I'm not going to say that name yet. Yes. So, I'll that will come in a soon in in a later update. Soon. You know how it is. You know, I did gotta gotta be a little bit careful with words, you know. I'm not going to give you everything. Ha. Yeah, but it's a big update, you know. It's a very important thing. Uh the game is now being properly fleshed out. I'm actually dealing with the mechanics of actual game production, you know. Where it What it means, of course, is that the videos that I've been making up until now, obviously, you've been seeing a lot of physics-based mechanics, right? I've been talking about things um that are about building a cohesive VR world, one that makes sense, a lot of consistency, you know. Mechanics that [music] kind of interact with each other. For example, the the physical properties systems and stuff like that where bullet systems work with physical properties, knocking and audio effects work with physical properties. All of it is consistent and inter- inter- interconnected, right? That was about building the physics world. But now I work as well and I'm I'm going to slow down a little bit on building physics-related systems and more focus on game-related systems, right? So, I'm talking about actual game game play mechanics, actually moving along, moving forward with building a game, not just a bunch of sandbox mechanics. And it's very important to mention that as well. A lot of people want to know what type of game are we talking about here when we're talking about Project DX. People are getting tired. Look, this is the reality. People are getting tired of sandbox-only games. And I actually had no intention of keeping Project DX as a sandbox-only. Obviously, it was sandbox-only in all of the videos you've seen because that's just how I showcase the worlds. But, the reality they showcase mechanics, but the reality is it's not going to be a a sandbox-only game, you know? This isn't a game with the name sandbox in the title. Even though you don't know the title yet, but it doesn't have the name sandbox in the title, right? Cuz it's not a sandbox game. Um it's not a sandbox-only game. Of course, it'll have sandbox areas and you know, the the mechanics of everything you've seen will still be in the proper game. I've actually been building out the actual starting part part of the game. There's an actual intro to the game. There's a proper physical main menu, physical as in a proper 3D menu that you actually walk around. And uh you know, people wanted that. This is one of the things that a lot of the people on my on the team uh when I speak to people at SideQuest. The The ones that I talked with These are my colleagues, anyway. And they A lot of people want that kind of thing, right? The The real VR enthusiasts love proper VR mechanics. We are in a world now where modded VR games are coming out that are, you know, modding VR into regular existing normal games. And those games are designed, you know, properly going from A to B. We need proper games. We need things that are not just sandbox only. And that's what Project TX is going to be. There's a lot of ideas, a lot of NPCs and stuff like that I've already designed. The theming is nice and beautiful and consistent with Nimszo Studios. It's all It's It's beautiful, honestly. There's so much to come in terms of videos. Video production It might not be the way that it used to be, you know? In the old days In the old days, I was making a new video every week. This is insane. If you look at my actual channel and you ignore the past 2 years, for example, for 10 years for 10 years consistently, I was making a new video almost every 2 weeks on average. And every single video had something new. That is a bonkers. That is It's absolutely insane, right? I don't know if I'll be able to keep up with that level of momentum that I used to. It I have different responsibilities in life now. >> [laughter] >> It won't be how it used to be back in the old days. Man, I wish I could go back. I wish I could go back to that, but it just I don't think it can be like that. And quite frankly, my mind is slowing [music] down very slightly, so it's not going to be like that. Even getting back into the flow of video production I wanted to do. That's why this video is a little bit simple, a little bit short. It's just a talking video and I'm barely even moving camera and stuff like that. It's just a simple, you know, jump back in uh dive back in and get into get into video production. I wanted to mention the the big project EX update as well. Um it's absolutely necessary to me, you know. I've been wanting to up until now uh kind of make a video on JNAI. I've been wanting to make a number of videos talking about AI and stuff like that in the modern world. Um and I I just don't ever feel like doing that. I don't know. I've been meaning to make a video talking about things. I've had so many [music] things in my head, so many opinions and stuff like that that I've been wanting to uh talk about on on camera, on video. And I just oh man, it's all it's all kind of muddled in my head now. It's all over the place. I don't know if it's worth bothering with talking about that stuff. As as I go along, as other things come up and I want to talk about them, I'm going to make more videos. So, look forward to a number of videos coming soon. I'm not going full-on, you know, discussion reaction YouTuber or any nonsense like that. This is not some new thing going on on this YouTube channel. I'm I'm actually rebuilding this this uh virtual studio as well, the thing that you're looking at here. [music] Uh the thing with the green screen and everything like that. All of this. I actually already had to redo the OBS setup because of the new monitor. Uh but I'm actually rebuilding the whole thing. So, uh a new new updates to all of my video editing and streaming setup. And you know, it's funny I say it's a streaming setup. I only ever made one stream. Maybe I'll go forward and and and get into streaming again. again barely got into it the first time. You know, I I can go on. I can just keep talking on and on. So, maybe it's worth worth uh in investigating that that avenue. But, up until then, you know, up until then I will I'll be continuing with Project TX. And And please look forward to an update very soon. I do intend to make another video very soon as well. So, uh Hopefully Hopefully aren't just tuning out. You know, let's [laughter] We're all just going to go watch some AI rubbish video now. >> [laughter] >> Please don't bother. Don't waste your time with with with rubbish. You know, look for something that actually actually means something. You know, I I even that, right? I wanted to talk about attention span and things like that. God, I've got so many videos in my head, but they're not they're not on paper. They're not here. They're not in your screen right now. I've got loads of videos to make. Anyways, I shall see you in the next video. Thanks very much for watching this rambling mess. Um and one more light saber and one more set of ducks. Yeah. Man, I love I love that I added those things just to this set up. God, I could have done so many things with this set up. >> [laughter] >> Uh thanks very much for watching. I will see you in the next video. Um I I just want to I don't want to let it go. Goodbye. See you in the next one. Bye-bye. diff --git a/research/sources/nimso-transcripts/RTUJ2JzZnT0.txt b/research/sources/nimso-transcripts/RTUJ2JzZnT0.txt new file mode 100644 index 0000000..8e2df6d --- /dev/null +++ b/research/sources/nimso-transcripts/RTUJ2JzZnT0.txt @@ -0,0 +1,3 @@ +# Hybrid Presence Sample 2 - Just Locomotion - The Garden Sample (RTUJ2JzZnT0, 627s) + +to me name Sony welcome back to another via video today I'm in the hybrid present system sample demo 2 now on this video I'm focusing mainly on the locomotion I say mainly I'm focusing entirely on the locomotion you can see I'm holding leaves as as controllers that's because I'm actually trying out doing some multi platforming on this as well so it should work both on oculus and on steamvr in all in the same files so you you don't need to have multiple versions this time around I'll go through the very easy calibration system so this is a pretty simple thing that I figured out and it's a lot easier than having to type numbers and then we'll have a look at the about the samples showing so welcome to the hybrid locomotion garden sample press the left menu button just start the height calibrated that's the menu button the only menu button on the oculus controller or on the vive controllers it should be a main menu buttons do let me know if the controls are a bit broken on there and it's not following what it says on the screen recenter stand straight press your menu bar click that resets it but then you touch one hand to the ground and then press the menu button again while touching the ground and you can see press it and it resets the ground perfectly to where your controller is so now it's got your height as part of the system this will give you the instructions on how to move it does mention here you don't need to swing your hands and that is something that I've seen quite often like I said this video this this demo is literally only for the locomotion so let's have a look at how we move firstly quite a nice nice area that I built for this for this demo here you can see every in hybrid presence there and the current controllers remain as leaves because you know just for the fun of it anyways so I'm walking around pretty simple stuff left analog stick or touch pad to move you can see I don't have to physically move my body to move well as I moved my body so if I go into a sort of walking feel now I don't have to do any head bobbing or anything like that just sway nice and easy on the spot and you can see it creates the motion as you sway as if you're walking so we're gonna walk over this here bridge and you can see this is actually a physics bridge exactly if said I've been updating and working on the sort of the physics of the base locomotion system so as you can see here when I step from the left to the right you can actually see me leaning the bridge to the left and right and of course when I jump you can see how it gets pushed off the ground when I jump and of course when I land so this is a based on the the recent our mud sample which is on the same download page you can see I'm just using some sample textures that I made pretty simple stuff nice sort of textures that makes no make no sense I would really like to have some physics on everything but I wanted to focus entirely on locomotion on this demo so we're just gonna walk around have a nice very peaceful walk through this garden area that's basically what I wanted to do is make a sort of peaceful area just to walk this so you really get a feel of how much of a difference having a natural locomotion system works on just a VR environment because that's basically what this is it's pretty much a simple basic environment that you'd find on you know your own steam of your home maybe and you could just walk around or teleport around and I wanted to show how walking just makes it really feel a little bit different and of course this locomotion in order to run you don't have to press any buttons or anything the unlock stick is handling which way I go but as you saw head pops slightly you get into a run speed and you can see that just by controlling that I can very easily decide to move fast so I'm walking through water right now and you'll actually notice something when I go down under the water I messed around with some effects now I've been messing around with the sort of bloom effect and you'll notice that there's balloon so if I look in the dark areas and then suddenly into the bright areas you can see how the colors retool and you can see clearly that is bloom coming from the sunlight there but I best messed around a little bit with the bloom settings so that I don't have to add an additional effect to do this and you can see that I'm using bling to create a sort of slight blur that feels incredible when you're in the headset and you can hear of course the changes in the music and the audio that's coming from outside the water and of course when I go above you can see the audio resets back to normal so it's pretty cool it feels quite nice I haven't added any swimming motion to this local so it's purely just the raw locomotion now of course I did make a demo before as well of this locomotion system and that demo had a little bit more changes and so of an extreme version of the locomotion to make it feel better and they were there was of course a lot more mechanics to that because it was the physics hands demo as well and you can see here as I stand on an object they just sort of roll about prior quite easily so I'm gonna try and balance on this ball here and you can see in order to actually stay balanced you sort of have to run while you're on top of them now the other thing is well you can see that this these objects they are using the buoyancy as well so this is all part of the basics so physics systems that I've been working on and they just sort of work as part of the environment and you can see this cylinder here actually rolled away from the water over there the waterfall and it will actually push either this off cylinder along here so this is more like a rolling log this bridge you could see before there's actually leave so again let's just have a nice walk over this letter P to you and there we go and you can see it just drops and of course we can walk along now let's just walk over this see and have a look at this board here because I've not yet until now mentioned in any of my videos just a quick shout out to the patreon supporters so I decided I wanted to do that I'm going to shout out the names now so thanks very much to the Patriots patrons on the patreon site Daniel would would it Matthew Krane bill Alexander Schaefer I believe that's how you pronounce that I do apologize if I've pronounced it wrong Andrew Brooke Nicholas Maslin who have worked with in the past on the Warped game so please check that out if you haven't as well Flopsy 99 Jansky I hope I spelled a pronounce that as well drew Hamrick Peter Queen David Ramos s mo again I hope I pronounced that right virtual reality for all Inc now there was a name attached to their email address but I didn't want to say unless they wanted to you know be mentioned let me know if you did want to be mentioned by name Chris ready I do hope I pronounced that right and of course Marcel and that's how current patrons right now I do apologize to any of the previous ones that might have removed their patreon pledges you know if you've helped me out of course and if I can find your names and I will do and mention those in the next video as well now this again it's a nice little physics bridge so you can see it wobbles as a jump and this is just again just to make a little area that you can walk around and feel how this little locomotion really works in any sort of physic physics based area regardless of whether it's physics or not in fact and the locomotion just feels so natural in the world you can hear of course the audio changes as I call close to the waterfall I hope you can hear me properly now these things again they're just physics moving objects so you can see that it's swinging very slightly and I'm standing quite easily on it and of course as I walk you can see I can lean quite easily now when I jump off as I jump in a direction so this is based on the our mod sandbox again if you saw that video you'll know exactly what I mean here as soon as I jump off my feet kick off and that object gets pushed back again so you can see that started swinging and of course I can just hop hop along now you may notice I'm sort of doing a little bit of a head bob motion when I jump that's because as you do the head Bob you saw a burst forward as part of the locomotion system and it helps you jump into in a direction if I don't do that then you just jump out the speed that you're walking and that's pretty much the whole so build here you can of course stand on objects while they're floating and again that's physically based and you can see it just starts rolling and that's quite realistic as as to how quickly you would pretty much fall off these kinds of objects and that's pretty much the whole video as well hopefully you you have a little bit of fun and a little bit of a peaceful time walking around in this area that's basically what I wanted to do I wanted to give you the raw locomotion very natural speeds so you're not able to run like a like a like an insane speedster you're not you're not sonic in this in this project you're not the flash and you're not jumping like in halo you know it's super hyped or anything like that it's just the pure roll locomotion with the original values and stuff that I built into it when I made it and this is this is so of how it feels really there's a slight drag when you're moving through water but you won't feel it like it's water it feels less like water and more like maybe a little bit of heavy wind pointing in the wrong direction that you're going and yeah so that's pretty much the whole build hopefully you enjoy walking around this and just so of have a nice time just being peaceful in in this area really thanks very much for watching and next sample hopefully I'll have the ragdoll systems in and then you'll have locomotion the ragdoll motion and the ability to climb things and pick things up and all of that I'll get some interactivity out and then hopefully we can get that into the sandbox as well thanks very much for watching and see in the next video goodbye you diff --git a/research/sources/nimso-transcripts/RVYF2dChsgQ.txt b/research/sources/nimso-transcripts/RVYF2dChsgQ.txt new file mode 100644 index 0000000..bdea9b0 --- /dev/null +++ b/research/sources/nimso-transcripts/RVYF2dChsgQ.txt @@ -0,0 +1,3 @@ +# SMBVR - Updated to Hybrid Locomotion and a few fixes! (RVYF2dChsgQ, 319s) + +it's me n Sony welcome back to another VR video today is just a quick short video I decided to do a very short um update to this uh project here which is the SMB VR project you'll notice that I took out the Vive button here um the controls don't need to be swapped out now uh for VI because I'm making two separate versions basically um yesterday the uh Nord team one of my favorite YouTubers decided to play the game and of course within a minute pretty much broke a controller so anyways I decided to try this game once again myself and found that my old locom motion system is just uh incredibly irritating to play with so I decided to upgrade this just to the hybrid system because I know people will want to try this out um and that Locomotion system really doesn't do anything Justice anymore so anyways I've got these little laser lines I'll show you what they're for in a minute uh basically uh change the instructions for the new hybrid system which is you hold the joystick to actually move so you can see I'm not actually physically moving my body anymore and then of course the sway system as you walk and then the jogging system is far more um sort of forgiving now in in terms of motion so you don't have to really put any any any effort at all there just to move you can just sort of move around quite easily jump again I've changed it to uh a standard computer game of course you can hold the jump button and get a higher jump as well so here we go bang bang bang I've switched this over to the uh Oculus OVR system uh in terms of the actual control system so that means it'll work better than it was before um one of the problems with using unity's own system for uh missed for controls is that it takes controls from All Joy pads that are connected to your computer now I can go down this pipe here but uh I'm not going to right now uh to go down the pipes you just simply Crouch you can grab the coins with your actual hands this is all part of the original project like I said I don't want to actually update the project itself I don't want to change anything this is just the same thing as before but with the sort of is that I needed to do bang I love doing this this sort of high jump and smack high jump and smack anyways uh you can't punch the Goombas I'll add that in the um Odyssey experience VR project which I am sort of working on right now but as you can see um I do not suggest you jump and hit your ceiling with your controllers please don't do that not everybody can replace them so I don't want to be responsible for anyone replicating that kind of behavior it was a bloody funny video though yeah so there we go um a little bit of a bounce on that spring joint there also it's actually for these things that I added this little Point thing so uh a few people did find these sort of things that I was uh hiding around as you can read in these little challenges here uh but there's no way of actually selecting them before right now you can and like I said there's one right there click and you can see it vanishes and you get a little tick for that as well so go ahead go through the level and find all the little things you'll get a bunch of ticks there's nothing special at the end or anything like that it's it's literally just that um another thing to mention as well is that uh this will uh of course have two separate versions one for the Vive one for the Oculus so be sure to actually download the correct version that you're after if you've got a Windows mixed reality headset then uh grab yourself the steam VR version um and uh and try that one out otherwise you might be better off using the revive system uh with with steam VR for your windows mixed reality headset um that might work better for you I don't know uh like I say windows mix reality is one of those sort of the the the sort of little leftover un outlier for everything grab grab grab and you can see movements a lot easier going in pipes regardless of which direction they go is just the Crouch it's not a button or anything you just Crouch and and that's it it literally works for you so anyways that's that you can see I've already collected the flag and that's the end of the project anyway um I really need to add an exit button and I probably will do that uh thanks very much for watching check out the downloads the links are in the description it's h. as usual um I basically took down took down the downloads while I was updating this so for anyone who wants to play be sure to upgrade this if you've got the old version if you want to play this again again and and you don't like The Locomotion system in the old one thanks very much for watching goodbye [Music] diff --git a/research/sources/nimso-transcripts/S9uPWiKTbWo.txt b/research/sources/nimso-transcripts/S9uPWiKTbWo.txt new file mode 100644 index 0000000..1d64ceb --- /dev/null +++ b/research/sources/nimso-transcripts/S9uPWiKTbWo.txt @@ -0,0 +1,3 @@ +# GMOD IN VR! - Re-Mod with VR Locomotion and VR Spiderman Grappling Hook! (S9uPWiKTbWo, 456s) + +it's me n Sony welcome back to another Gmod style physics video um physics sandbox this time I've got quite a lot of uh work done on this one here's the new menu it's a giant tablet that appears in game now this game itself is completely VR a native VR compatible so I've built the menu so that it's 3D and in the game this tablet you can move around you can just tap it open whenever you want to and if you hold it open it'll move with you and you can you've got that cursor on the screen as well um I've added the grapple hook here which works very differently to what you usually see in games where the grapple hook itself doesn't just pull you inwards yeah we've got a very weird physics problem going on here with very sort of thin colliders anything that's very thin can fall through the ground a lot so yeah that's just a problem with unity I'm going to do a lot of setting changes and whatnot tweaks here there everywhere and hopefully that'll fix the problem to some extent beyond that everything all of the models here all of the objects that are being added all of the props they're all coming from external files none of them are actually part of the game you can set the buoyancy you can set the mass of the objects you can specify the shine and the way the material acts everything is coming from external files a simple in file that tells all the settings for the objects um for the props and a obj file for the actual mesh a JPEG for the textures I am going to extend that it's going to be possible to actually use other texture files other model files hopefully if I can get some good um 3D model paes for Unity beyond that right here I'll probably show off some of the tools so you can see with the with the physics gun that you can actually lift objects and freeze them in the air you can rotate them but it doesn't stop the camera from moving so you can see me going up and down shaking my head a bit um in game I'm not currently playing in VR mode um but I will show you later on in the video that I've got it running in VR properly as well I've added Locomotion as well my Locomotion system if you haven't seen that working in in play yet and you haven't seen the videos that I've done on walkom motion check them out on my channel uh because you're probably going to love how The Locomotion is working now uh in VR I haven't got my hand controllers yet yet uh working in Steam VR I've been working on that if you look at the Twitter Twitter feed you can see that I'm using PS move controllers now because I don't have the money to buy a Vive and here you can see I'm just showing off the joints in the game so I click on the wheel that I've spawned and I click on the uh vending machine that's supposed to show Coca-Cola on it which is I'm not sponsor I'm not sponsored or anything like that I just chose a random picture from the net and um unfortunately it's coming out so of flipped over so it doesn't say Coca-Cola it says it the wrong way around anyways there you go I added the access joints to these wheels onto the vending machine and you can see it just naturally works as it would in Gmod as well this is all completely done from scratch I haven't even been working on this for a month yet um all of the models in the world as well I've built myself so that sort of central brick building over there I didn't rip that from Gmod I just remade it myself and I added this pool of water here to test the buoyancy and test the underwater physics as well um here I'm just going to play around with the grappling hook a little bit more and you can see that it doesn't naturally pull you in there is a real button which allows you to sort of elastic pull in but unlike all of the other games that you see with grappling hooks I just didn't want it to have that elastic feel where you shoot where you want to go instead you have to swing very much like Spider-Man uh rather because it's just more fun this way and this is all completely VR compatible uh you can see that it attaches The Anchor Point of the actual rope to the grappling hook itself not to the character so if you move the grapple hook back it pulls the character in so that will work very well once I get my hand controlling controllers working you'd be able to literally shoot forward move your hand back and pull your actual character body forward without any of all of that fake stuff uh where you're sort of pulling through the elastic of the Rope itself so I'm switching over to another video here so here I'll just be showing off some of the actual web swinging um rope swinging should I call it because you're not really using webs but the obviously the idea comes from Spider-Man I mean come on it's is the best thing ever if you can make a VR Spider-Man where you can actually swing rather than just pulling in then do so so I did and I added it to a Gmod Sandbox well Gmod style sandbox this is not Gmod this is my own version of Something of it anyways um you can see here that you can you actually can swing around using this it's all completely physics the Rope itself is a physics joint jointed to the character um at with an anchor point at the gun so the gun can actually control where that rope is going so you can actually use the directional buttons the unlog sticks and whatnot to move around while in air and coupled with the Reel button on the grappling hook itself allows you to really sort of maneuver yourself in air I like to do so without using those buttons and without using the actual real button literally just the camera movement and the gun movement to control the direction of my movement in air so what I'll show now is the actual VR movement system so again we've got the same the usual uh Locomotion system that I've been working on walk motion again if you haven't seen those videos have a look on the rest of the channel I'm just going to jump off the building this is in VR now the buildings are accurate sized in game so you can see how small that brick wall building over there is in the distance I'll jump off this building and start swinging in VR now obviously here I don't have the hand controllers so I'm using my head to point the target I am rotating with the controls as well just s of rotating the character body but the head is what the gun aims at so the the actual head point you you can see here that it does have that feel of movement uh a lot of people are probably going to be asking what about motion sickness how how does that how does this play out with motion sickness well I'm just going to say what I usually say basically get used to motion sickness it just wears off over time I've been building these games I as a developer and along with other developers who make VR games we kind of get used to the motion sickness pretty damn quick you you can do it trust me it just happens over time and it'll really help you to play these games this the motion sickness is crazy when you're swinging on that grappling hook so you're probably best off just sort of trying to get used to motion sickness first and then trying to play with the grappling hook and web swinging like Spider-Man anyways goodbye [Music] diff --git a/research/sources/nimso-transcripts/SwQFkzBIczY.txt b/research/sources/nimso-transcripts/SwQFkzBIczY.txt new file mode 100644 index 0000000..8f308d5 --- /dev/null +++ b/research/sources/nimso-transcripts/SwQFkzBIczY.txt @@ -0,0 +1,3 @@ +# I FINALLY DID IT - Accurately Tracked Pure Active Ragdoll in VR + Sword Physics (SwQFkzBIczY, 463s) + +[Music] to me little sunny welcome back to another viewer video today you're probably wondering where have I where have I been for a while well actually nobody's probably wondering that because I know that I've randomly make videos sometimes and sometimes I just stop but I have actually been on holiday over in Turkey somewhere somewhere it's very hot it over there and it's very I did a lot of fun things I actually went jet what we called what's it called flyboarding yes there's a butterfly board this what I believe it was originally called you're probably wondering what I'm doing here so but making videos right now and right now I've been working on the physics systems once again in VR and everything you're seeing here is actually not something that I've done before well I have done it before but I haven't done it this way so I actually showed a short gif on on reddit for a while which was about active rag doll in VR this here as you can see by the arm is actually active rag doll entirely rag doll it's not the old physics system where you got floating hands connected to the body everything is 100% rag doll and you can see it pretty much tracks the hands perfectly even then look at the controller even though it's active ragdoll so there's actually force limitations and the usual stuff and I've also added some cool sword physics so you can actually stop and look it actually holds it in as you can see and pull it out and push yep pushing works of course you can see here by the wall as well if I push it actually pushes with my arm not just my hand and of course the sword also stops completely there you can probably hear some stuff going on in there behind there that's because there's another character who is also fully rag doll and you can see here I can shove my swords right through this Apple yeah these are spherical apples perfectly spherical and it actually does connect and you can see I can just pull it up and throw it off let's get another one here there we go and then and you can just throw it like that and of course the arm does start jumping about a bit so here we've got some test boxes one is very light and the other one is very heavy so push nice and easy nice and easy and this one not so hit but not so easy it was quite heavy that you can see nothing happens with it whereas nice and let's go have a look at the other guy they're probably wondering this is actually completely something completely unique and completely new nobody's tried to do this in VR like at all literally nobody nobody's tried to do the physics hands in the first place that are connected directly to the body which means you can actually climb and stuff without any extra faking and faking stuff but this goes for more than one step beyond that it's entirely ragdoll physics while having complete VR control and you can see here even with another rag doll here active ragdoll guy I have complete physics based control no no now the hips don't register perfectly simply because I've set force limits on them so sometimes you see it doesn't actually make a noise whereas other times it definitely does and you can actually again with the stubby system if I think it's very good at blocking see if I can you know what I'll show you in a different way let's get away from it that was billion that was just perfect but while he's running towards me look carefully at this hand one two three and I can choose what sort right through my hoe and a half brilliant this would work with any part of your body so you can shove it through your leg as well there we go now I can work with a sword smacking my leg and of course I can push him oh here we go here we go we've got a glitchy hand let's get it let's get it fixed there we go yes so obviously not perfect but it definitely is better than what it was before you can literally just completely control your body oh there we go I got a stopper right on him of course I can go whoo-hah and miss oh yeah his attacks are kind of animated but he uses the VR tracking system so he's able to track his animations and control himself via the physics ragdoll entirely so it's not actually animated ragdoll or anything like that he's animated his tracking is animated and then he acts the same way the mind does like in VR so he's basically another VR guy so this essentially would work perfectly in multiplayer if of course we caught the physics and everything that worked correctly now I've actually set him to slightly weaker than me so I can't push his things out of the way and then and you can see my so it stays stabbed into him but I can remove it let's do some crazy jumping again I'm using the Walker motion system that's an easy and of course here let's do some jumping dives oh yeah whoa amazing [Music] one more time one two three come on you go in and then you don't come out together there we go that's what I wanted to do brilliant anyways that's this video I'm gonna be messing around with this active ragdoll based physics because this is absolutely necessary for perfect VR later on this is this is sort of a stepping stone but a very very very big stepping stone towards ready player one style VR because we're gonna need to have 100% body interactions in the game world and this is the way to do it 100% physics based character nope nope can't stop myself it I can't hit myself though anyways that's the end of this video goodbye [Music] diff --git a/research/sources/nimso-transcripts/TOmVCvpq5QM.txt b/research/sources/nimso-transcripts/TOmVCvpq5QM.txt new file mode 100644 index 0000000..e6c9995 --- /dev/null +++ b/research/sources/nimso-transcripts/TOmVCvpq5QM.txt @@ -0,0 +1,3 @@ +# How It Works 2 B - Half Life : Alyx - Physics Design! (TOmVCvpq5QM, 1682s) + +it's me name sony welcome back to vr we are back in the how it works series this is episode 2 part two and um today we are looking once again on uh grab objects we're gonna ignore everything in this little area here for now and hop over to another special place where we can shoot something yes we have guns in this video and we also have the gravity gloves yay um now we're gonna continue on from the last video so if you haven't had a look at the last video yet uh have a look at that first uh because that one describes a few things that we're going to base some of the changes off here as well so let's have a look very quickly let's get over to where i want to go now one thing very quickly i i did notice is if we just push our hands through here you can see that uh there is no uh no enemy over here or anything there's no head crab or anything there's just that that dude over there which is of course unusual since if we open this door over here and pop back up here you can see nothing there even if we pop our head into there nothing there however now we uh suddenly have this dude so yeah you can see exactly when that loading point happens it actually happens right as you come around the corner he gets loaded in so that way you don't have a chance to actually see him accidentally when you pop through here now before we start we're going to take this guy and drop him over there so we don't have to look at his ugly face um let's start with something that we actually mentioned in the last video uh but before i do that i'm gonna grab that thing and put it in this pocket that's quite important we'll have a look at that very soon uh but right now guns how do guns work well in the last video i mentioned and showed how when you hold a physics object or when you're not holding a physics object and you're moving uh your hand does this intelligent thing where it traces from your head to the uh objects in front of you and persistence itself there it doesn't apply to physics objects so as a result physics objects don't end up on the front of the object that you're hitting and they just have you they have actual physics that sort of forces them to get to get delayed and pushed about that however doesn't happen on guns you can see here obviously this is what a gun would do if you pushed it into a wall however when i'm moving with the fake movement you can see it doesn't actually do that it does what the hand does so how is that happening well it's uh it's very simple really that is not a separate physics object that is the hand that's uh kind of the simple way that i would do it anyway uh now once again disclaimer i don't know any of the actual behind the scenes of any of these uh any of these things i just uh study games pretty pretty much from the moment i start playing them and uh that's how i kind of judge what i believe is happening most of the time right so yeah what's happening here is this is basically just replacing your hand when you're holding a gun your hand can't really do anything other than hold the gun at that point so it's not able to do any of the gravity glove stuff as you can see nothing with this hand here not with this hand right and they also of course can't grab things so here using my grip you can hear it in my hand absolutely does not grab objects so all they do basically is just change the shape of your actual physics hand remember the physics hand isn't the one that you're seeing right because if i'm holding something and then i can i i sort of stop that thing there uh that's not very useful to do it there um not that one of those boxes once again right remember if i'm holding something like this i still have a physics hand which is completely separate which allows me to push things about right so that visual hand is not what you're actually it's not where the actual physics is and the same thing applies here and in fact this is actually a little bit offset from where the hand really is in reality i don't know whether you can see if i yeah you can see it if i pause the game as well so here we go i need to keep moving my headset down i keep forgetting that the camera on screen is a little bit stupidly positioned uh but yeah there we go so when we pause the game you can see that my actual hand is not in the right place and you can actually see that from something else as well here when i hold my uh my teleport line you can see it comes from the center of my palm here in between these two fingers right comes from the center of my palm there we go but when i have a gun out you can see that the teleport line no longer comes from the center of my palm but rather a sort of lower area right and that's just it's just an offset entirely designed for the gun to be positioned in what feels comfortable you'll notice that's actually a very common theme here with what we're talking about today which is how the game decides how to deal with physics objects it's very important to understand that a lot of this pretty much everything in this game is design decision nothing's left to chance or at least most of the things are not left to chance and we're going to really show that here by taking all of these random objects off this table including that radio just because i want to right and we're going to separate this thing from its computer right oh that was a very frustrating thing i just did right there we go um i'm gonna have to do it doesn't matter we're gonna move this computer over here and nope can't grab it with two hands there we go right get this out of the way now what i'm going to say here is wait how does weight how is weight handled in this game as you know i mentioned in the last video that some objects allow me to hold them with two hands however if i hold them with one hand the game just detaches me automatically let me put that back there i don't want to see your ugly face yet and um yeah so the thing with some of these objects is some of them are too heavy to lift with one hat as you can see that's the case with this monitor i try and pick it up it just drops right and you can see my grips are still held there we go and of course when i hold it with two hands i can lift it right because this object is nice and heavy and too heavy for me to lift with one hand this object is too heavy for me to lift at all so i can't lift it with one hand as you know it's really weird how it's actually off setting um i also can't lift it with two hands as you can see right but that's actually not true it's not based on weight that's the thing what i found is that it's it's actually not based on weight for any object not just these specific ones but nothing at all and we can show that by giving this thing a little bit of a punch let's do that shall we there we go beautiful and now you can see firstly i can distance grab it secondly i can grab it with one hand that is some heavy glass right there yeah so i just have to punch it and break it and this applies to pretty much any object that can be broken if you can't lift it if it's too heavy there's some radios early on in the game as well but you can you can't pick them up with one hand but you just have to punch them break them and now suddenly you can so here we go this object i couldn't pick up with one hand and now i can i can pick it up with one hand because i broke it this object i couldn't pick up at all not even with two hands so what i like to do here is place these objects together and you'll see something almost straight away which is let me just uh do a fake stand up there a non-fake stand up sorry and now you can see with one hand now with two so my other hand is here with one hand i'm able to not only pick up the object that i couldn't pick up with one hand but also the object that i couldn't pick up with either hand like even with two hands at the same time completely nothing to do with weight that's the thing that's what i'm trying to highlight here nothing in the game cares about actual physics right and that's intentional it's very very intentional you have to bear in mind and understand that right it's very intentional to not do things based entirely on physics because if you did that some things would feel a little bit weird because of the tracking displacement where you sort of move something and and the objects just sort of have this have have too much weight to them even though that's kind of necessary because some objects will need too much weight in order to prevent you from lifting them like these guys let's have a look at ragdolls for a moment right they're too heavy to lift at all or at least the game wants to sort of kind of make you believe that of course everyone knows that that's not the case with these guys they are actually prevented from moving right so as you can see here when we try and grab a rag doll we can't lift him right you can see with my teleport line i'm trying to move my hand up can not lift him right i teleported but what happens is is that it actually creates a joint so this joint here is being created when i grab it the thing about it is when i grab it is of cour is of course a is something that i can do multiple times with these objects right so i can grab it with one hand and then i can grab it with another hand so this joint that prevents me from actually lifting this character is actually being generated every time i grab it even if the object wasn't on the floor so even though i can't lift this guy i can very easily keep moving and keep grabbing and re-grabbing and suddenly he's just sort of hovering in air watch this i'm holding him with one with his foot and his joint now which prevents me from moving him around is actually there hovering him about so i'm able to just sort of pick him up with a leg and make him nice and fly right and the other thing you'll notice is he seems a little bit light again it's intentional design the game doesn't really bother with the physics it doesn't want to it's intentional that's the point it just wants you to feel like everything feels quite right right and that's why it's very easy for me even though i can't actually lift these things with one hand look there we go it releases as soon as it's off the ground even though i can't lift them with one hand i can do this right grab i can throw them really easily with one hand because they're not actually that heavy they're totally they are designed to release based on whether you've got you're using one hand using two hands and that works the other way around as well some objects like uh that thing for example can't hold it with one hand you can you can't hold it with two hands you can only hold it with one hand right even though technically you know those two grab points don't interfere with each other i can grab it but i cannot grab it with two hands again the game decides that based on it's purely based on design right nothing is ever too heavy for you to pick up because that would feel really weird and you can tell when you start filling things into an into a container like this for example right that that is the case so if you were to put like for example that and then you put this into there as well put that underneath put that on there as well and then you put this phone in there and whatever then suddenly this object becomes much more laggy to lift and it doesn't feel as good um for what they wanted it to do to feel like in the end now there's actually something other something else that's really unusual about these things right now we're gonna use this one we'll try and do this it's it's a very much a chance thing but you'll see what i'm talking about in a moment so there we go right um and what's happened here is something very unusual you can see that my hand is actually flipping up and down while i'm holding the object and i'll explain that very easily right so what's happening is this draw is actually the same physics object type as the drawers that actually end up in an actual cabinet the ones that are locked in place the ones that you can't move and if you move too far away they just detach oh oh or at least sometimes they detach you'll notice my hand jumped over from there but yeah so there we go so these objects are the same type of physics object and you can see on their handles they have this soft motion once again i'd like to remind you of the last video where i showed how the visual hand is not actually where your physics hand is which means the visual hand can do all of these extra special things in order to look much better than than just a static joint right and of course on these other corners of the object where you hold it that doesn't happen the visual hand just stays in one spot and there's no soft motion on the handle however there's this nice soft motion and of course the game doesn't really care whether you flip your hand around uh it just sort of lets you do that instantly rather than rather than making you detach and reattach to the handle it just sort of does this this is entirely animated right here right so you can see it's a soft position the same thing is actually happening here and you can see that my hand is able to very very easily like softly more move around on this handle there's actually a proper grab handle on here that's a proper physics handle but it's uh it's sometimes being ignored sometimes the game sort of accidentally uses the thing that shouldn't shouldn't happen which is this this type of grab handle right and as a result you have this sort of weird grab point and you can actually see there's something extra weird about it which is the way that that grab point is actually oriented right now my hands are both facing each other right so this my my right hand palm is actually in this way right let me just show you watch this when i pause the game right so this is what i'm actually doing right now i forgot about that right now this is what i'm actually doing right watch what how it's positioned you see that so the grab point is actually oriented wrongly as well it's actually not wrong it's just grabbing the wrong type of grab point there's another thing you'll notice which is how there's an excess lag when i move around using the fake motion again that's because this is not physics this motion here is not physics whereas this one here is actually not tracking that because it's not supposed to you see when i move around using this it stays attached to the physics object it's not supposed to follow my tracking as i move it's supposed to move with the object which is what it's doing here except that object is not supposed to be fake moving with me so that object is fake moving with me like my hands do which is what allows me to very quickly do it however when i do the crouch thing you can see it stays in position correctly right it's only because of the fake movement that it doesn't know what to do because that grab point's never supposed to happen and you can see if i grab it normally it does actually have a proper grab point where it doesn't have that soft motion on it there is something unusual though you'll probably have noticed which you might not have noticed but you might have which is this as i grab an object you can see that my wrist pocket is rotating to keep the object in there oriented correctly right so as i turn my hand you can see this object gets oriented so that it always faces me vertically right no matter how i look no matter how much my hand rotates the same thing applies when i'm holding an object as you can see however there's something really funny because once again that wrist pocket is not based on the visual hand it's actually based on the physics hand which means if i grab this oop no doesn't work with those i need something that i can grab with two hands not that oh a box wonderful so here we go as you can see i rotate my hand and it keeps itself correctly oriented so that it's always vertical according to my head tracking well according to the world right but facing me because i can turn my head and of course it doesn't turn with me however it's not based on the visual hat because if i force my hand to rotate it's actually based on my physics hand so here we go i'm going to try and lock this object in place and you can see me rotating the wrist pocket based on my physics hand so what's actually happening here is the object is parented to this to this visual hand so it's directly affected its rotation is directly affected by this visual hand however it then locally offsets that based on which way my tracking is facing which is actually my my physics hand so it rotates that locally but it doesn't know that obviously this object is not actually rotating that much so it's offsetting locally when it doesn't need to as a result when i tilt my hand right it offsets left if i tilt my hand left it offset right in reality that would work in a normal situation i turn my hand right it offsets left right that makes sense but because i'm preventing the hand from visually doing that it does that and it would be correct if i let go so just another unusual thing about the wrist pockets well there's more to come because if we throw these things out of the way in fact we could just use these drawers it's always very easy to use these drawers uh we need that their clipboard this clipboard is really cool because we can get it stuck right throw it in here and then what we can do is put off physics hand outside right so you can see here now i've got a wrist pocket here except i don't right because let's let's uh let's let's position this nice and easily here we go and you can see that my wrist pocket doesn't seem to work that's because my physics hand is actually over here so if i put my hand now behind my actual wrist you can see that the wrist pocket while it visually stays on my animated hand is actually calculated based on my physics hand so here we go i can just move the physics hand anywhere and it detaches because there's a distance limit on how much we can grab these things right so there you go you could see that the actual wrist pocket is also not based on the visual hand the functionality of the wrist pocket is actually based on this physics hand right so i can take it out and i can put it in you see that very cool because it's always based on the physics and the physics hand is sort of treated like tracking in most cases that kind of covers most of the grab systems we also have one fun thing which is when we actually do a pull what we can do is accidentally the game doesn't really realize that i've released the grip because there's actually some certain frames where the game doesn't check for my grip as a result i'm not actually pressing the grip button right now so i'm gonna hang this i'm going to hang this controller or in fact i'm just going to place the controller on my laptop right now there we go place the controller on my laptop and you can see my hand is not there we go it released it it eventually releases it but yeah it's very cool i can't just sort of do that and there we go i can just hold the object even though i'm not holding the grip button right so there's a little bit of a weirdness going on that's because there's a momentary time where these objects are not actually are not actually running the grab system they kind of don't care very much and what's cool is that there's more to it than that there's an animated portion of that where it also applies forces so what you can do is you can actually do a pull and then rotate your hand and it applies that rotational force which is really cool let's look a little bit more into how the ground pull actually works so we are supposed to do this supposed to point our hand towards the thing target it by using either my grip or trigger index trigger and then pull right with our hands well actually you don't really need to do that you see what happens is the game doesn't care about the direction of your velocity it just cares about the velocity right the actual speed so instead of doing this and pulling our hand up what we could do is pull our hand down or we can pull our hand right or we can pull our hand left or even we can push our hand forward it doesn't care about the rest of that it doesn't care about direction it cares about the speed at which you're moving your hand in any direction right and again that's a really brilliant accessibility feature because even though it feels really good everyone's sort of talking about how oh this feels really amazing it seems to always work yeah well it's actually very simple guys check this out it just does based on your hand your hand speed it doesn't care what direction you're going it doesn't care what you actually do with your hand and the same thing applies to something else as well there are other things which require you to to perform a hand gesture to actually do a nice motion on them and they do exactly the same thing you see i can't just move my hand right or left it doesn't care whether i go up or down or left or right you see that it's all not based on the actual direction of my movement but rather just the speed of it we've got one more thing to have a look at and then hopefully end this video because it's probably even longer than the first one that's okay it's all fine and that thing that we're going to look at now sometimes happens and sometimes doesn't it's likely to happen the first time you grab an object so it happened it happened let's have a look at this suitcase how am i grabbing it like this well the answer is i'm not you see the actual physics point that i'm grabbing it at is here right again you can see where my tracking is because nothing's stopping the object from being pulled around if i pulled it then the tracking would be separated right because that's actually a physics hand what's happening here is for some reason i need to jump into those things that's not very good for some reason the game is moving the object based uh positioning my visual hand right in a different place and i believe what's happening is that the game just simply doesn't know it doesn't always have the right code for when dealing with ragdoll objects like this so this is a jointed object this is a ragdoll object the same thing sometimes applies to any ragdoll object right and what's happening it just seems to have calculated the wrong offset even though the grab physics is actually gone to the correct offset the visual hand simply hasn't again that wrist pocket is not there but rather on my physics app right which of course can be moved out of the way as well if i got this stuck somewhere without breaking my controllers then it would be really cool well there's a little bit more to it than that as you can see you can you can distance grab objects this needs to be emptied there we go you can distance grab objects that aren't ragdolls however the ones that are you can't distance grab them can you see this same box over there it's because it's a ragdoll you can see it's got all these jointed pieces right all these folds and stuff there's actually something completely different between these two not just the fact that it's a rug dog but one of them seems to be on a very weird physics layer it has different collisions watch this this one goes through my head and the game doesn't care when my head's inside it this one it actually you can hear hitting my head right it actually collides with my head and the game hides hides my vision while i'm inside it it's it's it's very unusual there's so many physics objects in here where because they're jointed because they're ragdoll firstly i can't pull grab them right even though they're the same box and sometimes as soon as i grab them the offset will be weird i bet you if i grab that suitcase now for some reason the offset will be fine right it just sometimes does it and sometimes doesn't i don't know the game just doesn't seem to like rag dolls or jointed physics objects for some reason which is very unusual anyways i'm probably probably going to leave this video here again you can see that there's a ragdoll object there because i can't pull grab it there we go and yeah i'm going to leave the video here i'm sorry if it took a little bit of rambling here there and everywhere once again i always do that now once again i have um i have begun recreating the mechanics for this next video as well so i have already done the the physics hands and the sort of tracking fakery thing here and replicated that based on these uh based on things that i've said in this video and i'll be showing that in the next video hopefully thanks very much for watching i know it's been a long one good bye diff --git a/research/sources/nimso-transcripts/TdFni0DjqN0.txt b/research/sources/nimso-transcripts/TdFni0DjqN0.txt new file mode 100644 index 0000000..b9cfa24 --- /dev/null +++ b/research/sources/nimso-transcripts/TdFni0DjqN0.txt @@ -0,0 +1,3 @@ +# SLAYR - Some older physics work (TdFni0DjqN0, 675s) + +[Music] three names Sony welcome back to another video to apologize for not having uploaded last two weeks or should I say three technically this is the end of the third week then yeah I've I've been doing stuff not really much VR actually ups and downs in life yeah so I didn't want to upload because I wanted to spend my time doing stuff and then also then didn't feel like it really decided to go back and have a look at some of my older works and I wanted to show you something that you've both seen and also not seen all at the same time so this version here is the sort of last version of Slayer I was a last version of sort of Slayer before I switched to working on full rag doll for the hybrid present system so this was just before that first hybrid presents video actually even before that as well and this one was just sort of testing now a new character model this one's a model that I actually bought because this is the one that was in the test chamber demo which turns out I wasn't actually allowed to use so this was actually a demo a sample model that you can use for free but only in the Unreal Engine so that's that's actually licensed defend out the one on the assets to shouldn't be downloading it so don't download this guy this one on the other hand this one's a bottle free pretty good you can use that I was testing out some shaders on here pretty cool shader that I made which is sort of like fall off fall off shader but at the same time it's not actually emission it doesn't sort of it's not an edge glow shader so much as it is an edge edge multiplier so you've got this sort of nice edge glow effect but it actually takes into account lighting so if I run over here you can see that these are affected by how it all looks it looks pretty good nice and neat and you can see especially from the top you can see how it glows the actual lighting surrounding the character especially on the white suits here you can see the lighting effects it directly so here you've got the glow of that green where as you face that way you've got the glow of the orange II colors and yeah I wanted it feel really cool in terms of lighting now what I was working on in this build just this is something that like I said I didn't actually show a video of this build this is ragdoll but it's only upper body so this is sort of the last thing I did on snare you can see the character model needs a lot of work of course this is just straight from the store you see it's it's one of my source ragdoll builds are only the upper body so everything below that is actually not not not physical so that's pretty cool because I actually applied the same logic to another character model in the scene Oh all of these guys are just so of non existent but this guy here so he's got physics arms and physics chest here and the head of course so you can smack him about and of course that means that I can sort of hook in and move him about and this project this actual build was the the final reason the nail in the coffin so to speak as to why I made sure to actually have full arms after this point or from this point going forward it was in this scene which of course you've seen before I've added a remake of I think it's called hang um hi I can't remember what the names are now from halo so this is pretty much an exact replica of lay out this character in in fact you can actually see how the character model works so you can see here I can push him down because his ground Springs on too strong you can actually see what the feet animators would do there you can see that sort of little animated foot and those are just they're not supposed to be visible obviously the eye case should follow that but beyond that this is the earlier version of hybrid presence wherein I was using actual I cane and the problem with that of course is you can see how my elbow sort of rotates randomly and wrong now of course this video like I said this place was the reason I switched over to full ragdoll or at least of a body rag doll that's because what was happening was when when I was jumping in these so I was testing this below and you can see that this is one of those things where you've got really fast motion I have got really bad frame rates right now but that's because I said I've been recording on a pretty terrible recorder right now but in these little platform areas what I was doing I tested a jump once and I sort of ended up with a situation where my physics hand oh come on I can't sort of precise jump it because the jump is quite strong doesn't help the frame rate is so dodgy so I ended up sort of hooking over here with my hand but my body went underneath and what you end up with of course when there's no forms you end up with a situation where the hand is actually stuck right on top and it's just constantly cable to move but your body is underneath so you're so stuck like this where your hand is just off there's nothing I can do and the system can't really just say okay there's something between your arm and your hand between your shoulder and your hand therefore I'll switch your physics because if you did that all of these scenarios where you have you know you're grabbing something or you should shoot around the corner like that all of those scenarios would but then just cease to exist because you can't you can't put your hand behind something instantly thinks now I need to I need to cut that out I need to reset the physics and I don't want to go through the whole scene adding points which sort of or more likely create physics glitches between your arms and getting your hands stuck none of that business so a simple solution was we needed full arms full arms right from the structure of the shoulder here down the upper arm down through the forearm here and of course meaning that you can hook and pull your characters along or just push them along yeah so that worked out pretty cool it's it's really pretty pretty fun especially when you run around you can see here using the hybrid present system of hybrid locomotion this kind of movement really is a much better solution for a game like this where you kind of want to have that very high-speed motion system and you can see actually that the upper body as well quick a bit of a glitch there the upper body as well is actually physically collidable so especially the head you can see here I saw step to the left whereas underneath I can sort of crouch and go underneath and that's because like I said it's an exact replica of the the character structures this guy so the upper body here is all physically there but underneath nothing so yeah similar to what you've probably seen recently but this project you know this was here and a half ago so there you go yeah whenever you saw the like last video of this this area it was literally just after that which I which I did this so that pretty much ends this video I know that there's nothing much but I just wanted to I wanted to give you that sort of understanding as to what and what what soft drove me away from what I was working on which this place really makes me want to carry on this off gun fast-moving project and I probably will do that I just I need to put some time in right now yeah things just just things going on you know things a lot of things going on and want to be able to put the time in I mean right so I know what I'm actually doing rather than just doing everything willy-nilly and yeah I wanted to give give an understanding - why the hands alone or a problem if you have a player connected physics hand hangs by themselves simply cannot do it justice it just it just can't work like that it just can't because those problems they exist and you get a lot of people and playing this sort of these are physics based player control games which are going to become very common now very very soon you get a lot of people complaining that their their hands are getting stuck behind yours and such and the solution is that the solution is there but people are not too happy with it because obviously you haven't really seen it being done and I wanted to give you this understanding it's so a final position that I'm saying do wait a little bit longer I promise you full arms they do work in fact spidery need mo trying to prove that point and I promise you there's more to come there is there is better VR to come still and I'm saying that from both my own work and of course things that I'm doing now in a professional professional capability as well there are some awesome things to come so yeah I just wanted to just sort of run around and a little bit of a nostalgia trip for me personally because pretty much it's this place i remodeled it from scratch but pretty cool you get to walk through this especially with a sort of washing system and i love to use this system i don't know whether people prefer you know i don't know just wanted to go through things so thanks very much for watching pretty much the end of this video a nice chilled out video just pointing a few things out thanks very much for watching goodbye you diff --git a/research/sources/nimso-transcripts/TpEzyoWMFZs.txt b/research/sources/nimso-transcripts/TpEzyoWMFZs.txt new file mode 100644 index 0000000..2de9ac1 --- /dev/null +++ b/research/sources/nimso-transcripts/TpEzyoWMFZs.txt @@ -0,0 +1,3 @@ +# PROJECT TX - AI Ragdolls! (TpEzyoWMFZs, 750s) + +[Music] it's me Nym sunny welcome back to another viewer video in project TX today's video is going to be quite a short one I haven't done much visual content purely just under the under the hood and in this here menu as you can see I've been starting to create new menu systems underneath and improvements to the actual objects that are here oh I forgot the sofa on this morning's list oh so there's some fun things that have changed nothing much on the visual side though except for this guy here and as you can see he is a rag doll it's just there sort of hangs around hey how's it going what's up with your arm there we go he just sort of hangs around and if I push him around he sort of walks around and stuff like that and that's about it really he's very much a stable system he uses the same character ragdoll as I do literally the same rag doll yeah that I do and what I've done is I've got one player system that controls this rag doll and then an AI system that controls this rag doll and of course I can't grab him using the physics pin as you can see movies and around and lift him into the air and he doesn't really like it and then he will get up or at least try to he hasn't got any arm controls yet yeah it's shoulder needs some work as well there we go but he does sort of try to walk a little bit and if you saw push him around it'll sort of trip down and stand up again there we go now unfortunately I as you saw earlier oh yeah that fell through the ground not on a thorn or thank you one of these please there we go as you could see he doesn't have any health systems or the ability to care about his own safety so he just sort of ignores any attack that I make on him however he can sort of be thrown about and of course you can sort of mess around with him which is the the idea stand up and then he can sort of at least try to stand on objects again he uses a very similar system to the two the one that I'm using for my own character control and he just saw balances and as he accelerates too quickly and then he falls down he can't stand up underneath certain objects I think this one's a bit too heavy his legs are a little bit weak at the moment he's got caught a lot of work to do on this if you move a little bit too fast then he will fall down and the idea there is that if I push him around he will just off push back but if I push him too fast there we go he trips over and it doesn't always completely trip over he doesn't like just go full rag doll if you push him slowly he will actually try and stay standing and of course like there we go in this sort of half balance and get up again now unfortunately I didn't add any grab points or grab systems on him because he's not a grab object like all the other things and that's how my grab system currently works here we go where you can just sort of grab things and smack him about of course if we lift him up hmm now this now because I've activated ragdolls as part of this physics gun it doesn't mean I can grab myself now once again which is what I did in one of my previous videos he doesn't like being lifted off the ground and Scott's to lose balance so obviously if I saw move him around on this box he can just stay standing but if I lift him off the ground a little bit and then drop him he kind of lose his balance he's got work to do his AI systems you have a little bit of work to do but now you can see I can sort of grab this box and so I move him about on top of it oh and he's fallen off hold on mate and yeah so it's quite fun to see how he lose his balance over time so if I just saw flail him a little bit and you can see it just sort of loses his balance and then he's sort of leaning down again and we do have some trouble with the actual joint system when you've got his hand for example there we go you can see his joints are a bit troublesome but you can't sort of off flail him about and of course we can't drop really heavy object onto him like so and he will not be able to hold them up he does get up there we go he got his hand and off you go we have a sofa which I added just another random object you can kind of take a seat on it and get up again that's not an actual action or anything that's just me sort of pressing the Crouch while I'm sitting on top otherwise you can just sort of step up there we go and then fly around on the sofa that's very usual one of the fun things to do with this guy here is bring him over here and drop him down that run so if you go over there come along hey give me that foot he tries to stay balanced then and if you start moving too fast he just sort of trips over and yeah and you could see him he's trying to flail with his other foot you can see he does try a little bit but he's quite weak right now and there we go he does he does have a little bit of a tendency to slide you can see his legs a bit screwed up there but yeah so once he's got his hands active and he's actually trying to do things with them right now they just sort of off floppy yeah just so hang about a little bit there once his hands are capable of doing things he should be able to actually get up with his hands so he'll actually use them to get up you can see it does look a little bit awkward where his legs just sawed off load up a little bit that's because what he would normally do with his hands he's kind of doing without his hands physically doing them but for now of course we can just sort of get him to stand over here off you go stand up yeah so one of the things once again this is a full active ragdoll he's not he's not sort of using any of those animated systems that you regularly see in most games these days he's I don't really know how those things work like unreal gives you kind of its own version of it as well and and I think there's some assets for unity that do that but I don't know exactly what that stuff is it doesn't matter my system is 100% ragdoll all the time oh I missed you get over here and then maybe a little bit to the right and let's see oh yeah we hooked him okay very well right so there we go yeah you can just sort of hang him hook him into here and then pull him a hunk it's more fun with the way it's more fun with one of these rubber dinghies things and then he ends up standing on top he does have a little bit trouble sometimes standing up while he's inside one of these he's trying to get up evil eventually I'm sure he will and then you can stand on the ring and then into the ring oh you failed you go yeah so having a lot of fun messing around with this rag doll and the physics gun it's a little bit more fun than any regular sort of non VR game because at this point you can sort of control it with with the gun as well now I don't have any rotational systems for the physics and at the moment which means I can't kill him and stuff like that I can't just sort of rotate as I turn so it goes on the same principles as the gmod type physics gun where if so of rotates on a horizontal plane only and it doesn't sort of rotate and tilt and stuff unless you were to actually use the rotation point which is not what I'm going to do so you over here stand up I'm just gonna push you off and see how fun it is [Laughter] he doesn't like but oh well I'll just drop a box on him like oh wait there's two of them here oh I love messing around with rag dolls ooh what he does have a tendency to accidentally hook himself like this so at this point he's using his leg strength to try and sort of kick as you can see with his other foot and then at that point he kind of gets hooked onto there because he's got enough strength to keep his foot like that but at the same time he's trying to put his foot down vertically because he thinks he can stand up right now which is it's just him being a little bit confused now when you come there we go now you can stand up we and I did add another rope like that over here let's see if it's working properly this time around so I was kind of having trouble with this oh I'm gonna have to cut that off for a moment a [Music] little bit just recording a video here very quickly yeah as you can see I do have a little bit of trouble climbing this I think the physics engine doesn't really like when my hands are sort of reaching a little bit too high but these kinds of things so having trouble climbing all the way up with this many joints all structured together because this is the exactly the same size as the smaller one which creates those joints but that's about it really I did show him sort of hanging around in this in a little image on Twitter it's quite difficult to get him stuck in there because of course I can't fit rotate him right now because of the way I've built good so if you don't have a look at that that's on Twitter but other than that there's not much more to talk about really it was just mostly ragdoll stuff today and where's he gone dude that did I throw him up oh yeah I'm up there hey come over here and say bye it up help you get you can turn around turn around don't face everyone and say bye bye bye bye and thus ends this video thanks very much for watching I will throw this guy somewhere else right now goodbye and goodbye to you as well [Music] diff --git a/research/sources/nimso-transcripts/UZVgfOtjD1E.txt b/research/sources/nimso-transcripts/UZVgfOtjD1E.txt new file mode 100644 index 0000000..2ef7b0b --- /dev/null +++ b/research/sources/nimso-transcripts/UZVgfOtjD1E.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Physics Upgrades and Hand Poses (UZVgfOtjD1E, 1041s) + +[Music] it's me nem Soni welcome back project TX today we are looking at a somewhat short video hopefully hopefully anyways and this video is about hand poses and a few little itty-bitty things that I've done mostly behind the scenes so firstly the hand poses I actually had a four-day weekend this week so as such I did something that I've been meaning to get in properly again for a while which is hands and as you can see here we also have a little bit of an extra bit here which is because this video will actually be a two-parter when I say two part is actually two parts in the same video so no skipping or anything like that and that's because I will be showing you the editor as well as the actual VR system right now you'll have to ignore any sort of jumping tracking issues because I am using one sensor because I'm lazy and I don't want to put the other sensor on the table and move things about as you can see I actually am not using the knuckles controller or anything special like that this is just the oculus touch controller and you can see it's actually quite impressive it's actually quite expressive in terms of using those touch sensors because that's the one one thing that I wanted to do was get the the use of those touch sensors in so you can see here touch on the finger and thumb sensors and then of course the triggers yeah and there and then using the triggers and using the touch sensors at the same time you can see here makes that little bit of a difference and then you can do that and you can also pinch pinch pinch as well as a fulcrum and then of course there you go yeah it's pretty cool I really like that the oculus touch controller has all those useful sensors for for like emotion which is the best bit about it of course it doesn't have a bloody oculus a touch sensor on the one most important for function which is grip button but hey that's not my problem is it and that's that so you notice actually that some of the grabs well most of the grabs still use the kind of default hand pose that's because I just haven't got around to doing all of that yet I've added a couple of random objects here and there and of course some of these objects have good horses on them and this one's quite important because the other thing that I've been working on is getting the hand tracking to be improved now the main thing you'll notice here let's just put this on the floor nice Unni is the actual tracking speed on these Red List so if you look at what these lasers actually are these are the things that are handling the menu and as you can see they are actually based on my actual tracking not on the physics which means that if I'm holding this handle here you can see the red lines come off the actual physics object there but you can see how closely these things are tracked so this is a full physics hand with a physics joint and no additional motion is being applied to it externally it's completely based off of a limited physics joint and you can see it tracks the the motion of the object very quickly which is which is something that you've seen before in it on this channel but the rotation is more important here you can see with these lasers that actually the rotation is very very quickly matching the actual tracking here which is what I'm looking at here because when you actually do the twisty thing here that I'm doing on this hand one of the things that is normally a problem with physics systems and I had the same problem as well which is what I've been trying to fix is this sort of softness here but what the ends up doing when you've got waves on the other end is you end up when you're trying to do this you end up with your hand moving up and down because the weight is over on this side so you get this weird motion but as you can see that's actually not happening here I can still twist it quickly on on the one axis where there's no real weight but on this side instead of moving my hand up and down it's simply relaxing and relying on the actual rotation which is really useful when you're actually trying to aim it somewhere so you can see here it's actually much easier to handle if it doesn't hit you in the face the handle where it's going to hit especially even without using your shadow there because you can sort of manage the the motion of it and you know exactly what it's going to do just because your based on it's based on so of things that you've done in reality quite a lot in your life now these guys here a tiny little bit of a problem with them hey come down here little you get up so there's a bit of a problem with his head as you can see I've been messing with the ragdoll physics a little bit but that'll be fixed very soon the main thing is in the menus so what I've done behind the scenes is I've been working on the actual systems so the actual programmatic systems and I've moved calibration from all these buttons on life on my controller over to the menu which is really useful I'm not going to do it right now because I've already calibrated of course and then I've got some additional things like teleporting here we go click there we go we can jump straight to the top of the base I also have the ability to move the actual menu which just sort of matches my head and then I can just leave it where it is which is really cool these are just basic systems it's just because the behind-the-scenes setup was improved somewhat to be able to do this because now that I'm not using the buttons I can do what I wanted to do in the first place which is manage the way that I'm using these these objects here so back to the spawn point which is this is the main object here so as you can see it's still a physics gun that can throw things about including this guy off you go but the cool thing here is that it's actually showing something on this little screen here so you'll notice it's actually showing the mass of something object of the object that you're holding the cost of position and the rotation of the object as well so this is just random data that I'm pulling from the object from the thing that it's grabbing and that's really important because this is a bit of an advanced tool now as I wanted it to be in the first place while you're holding this object I just threw something in the background while you're actually messing with these objects you can see that if you switch over to the tools menu we actually have some tools now and the cool thing is click you can see that it actually works so now that red gun from the menu is completely obsolete because now we can use this as the remover click pour we can switch it very quickly to physics gun and actually use it as a physics gun and of course once I start adding all the other tools in the menu we'll be able to use them in the exact same way really freaking useful anyways that's about all we're going to do right now is do a very quick mess around with these things because somebody wanted to see what it looks like when we do one of two things one with this and one with these so the first thing of course is this thing here because of course in the last video I stood on top of it and of course it was very hard to balance but someone mentioned that if we put the weight underneath and this is something that I tried right after that video we'll be able to balance it a little bit better so let's grab it a little bit forward from the back from the center and off we go oh that was a great stuff great start anyways so that's that as you can see the balance is a little bit better but it just depends on how I grab it in the first place we also have these boosters which I've now added to the menu and the good thing with these which is what I tried after that and I ended up doing it in the thumbnail of the video is that since I don't have the pull in the reel in function on these yet because I only just fixed the actual functionality of the button system from the player I was using these and someone wanted to see this as well as the way of actually swinging properly so we can shoot and then boost from behind us who couldn't get my hand up and I got stuck behind my back and that actually is not going going to happen in the end it's only because I haven't disabled collisions properly because I got lazy again so there we go and you can see with these boosters I'm able to actually swing properly and even get on top of the building really cool really fun and there you could see the tracking issues anyways that is the end of this part of the video I also added this guy as a physics object even though someone mentioned it was in the game the other in the other video but it was just a static object for testing materials and I decided hey I might as well add it as a nice physics object for you to play with so there we go we have a tubby box every cubby box I love the tubby box there we go this acts as your companion cube wonderful off to the editor now for a different part of the video involving that random floating hand alright so here we are in the editor now I'm actually still using my oculus mic so because I don't have a mic on my desk right now but it should sound pretty good because I've got it quite close me as well now what we're looking at is that floating hand that you saw in the video in the VR world and what this actually is is my temporary hands it's actually more than one I have both of them as you can see here I've got a little custom editor here which allows me to actually set up the hand causes so what I can do is I can switch on each hand individually I can show the left shoulder write motional balls which is the actual object which is what it contains both and if I go through each of these so I can actually switch over and go through each of these I can go through the actual bones themselves and rotate them and modify them so here we have sort of the ebee index finger here which I can do this I can rotate that I can rotate that rotate there we go and yeah so if we switch off the right hand here you can see that my left hand I've created a bit of a weird pose here let's just go in like this with these and create some very simple issues of course and I'll show you how my pose editor actually works so here we go just very quickly rotate those it I'm gonna leave it as that and as you can see create a very very basic and weird cause that's irrelevant the fact of the matter is but I can actually create a pause here so all I did is actually modify some bones on the unity editor now with my custom editor what I've done is something very similar to steamvr in fact III got the idea from the way steamvr handles hand poses when we show both you can see that my right hand hasn't nothing I haven't actually credited my right hand however what I can do here is I've got a flip left to right which creates the same cause now on the right hand side so here you can see the right hand has actually matched the pose from my left hand there you go and now the cool thing here is I can actually press make pause what that does is it adds another custom cause in my pose library which is just unnamed so it's just pause underscore and then its unnamed and now if I switch back to defaults so you can see here we've got our defaults I've actually stored a hand pose so now I can actually load the one that I created so there you go if I just show only the left hand you can see here is the default like that click the load and here we have the custom one now the cool thing is this itself it would be quite useful us if we couldn't actually you know put the hands on to a grab point which would make it very very difficult to actually rotate the fingers and and make them look right for any given object so what we'll do here is we'll create one for this the the the gun over here the physics master so if I go into the physics master and click on the grab point and you can see here I've got a bit the sphere Collider just to actually detect it and what I can do is I click on my tampons and I drag that grab point into this section here and what that allows me to do is actually place the hands so you can see here now with with the default they are placed according to poll the grandpa or grab points logic including its radius of the handle and it positions the hands there and now what I can do is of course create the pause around that so here we can now rotate our index finger in fact I'll rotate all the others at the same time and we go we can rotate our fingers the pinky finger is a little bit stuck so we'll just leave it like that for now yeah obviously this gun is not perfectly shaped it's not an ergonomic gun that's okay so there we go rotate these in you know and create an actual pause out of our fingers I'm just didn't do it very very quickly here just for the sake of showing how this system works so there we go we've got a nice little crabby crab thing our thumbs a little bit broken inside there I'll just shove it up here a very weird way to hold a gun but as you can see now if we show both and we actually flip left to right you can see that our hand right hand matches that as well and then of course and create make pause which of course adds our custom paws there which I would rename directly after and now when we get defaults no matter where our hand pauses are we've got a nice new custom pause that matches that handle so all I have to do now is jump into the handle which is over here ground point and add the pauses that I want specifically for that drop point and that's how I can create custom grab animations and grab hands for each object now these these little guns here I've actually created one so this is very useful I can quickly show you how it looks with with those guns if I drag the grab point in and place the hands you can see that they're placed using the wrong grab animation of course get defaults and we can just grab the poles that we have for those I believe this should work there we go you can see we already have a properly matching pose that fits that gun and it matches on my tiny West vertical on my Tiny's hands it actually matches the cause through this temporary pose on which is really useful so there you go that's my custom pose animator and post creator I can just click make pause and under create a new pours out of any any object in the scene I just have to throw the hand onto it and nicely design a pose using the actual unity editor it's much better than using animations and having this created custom rather than using steamvr zone version allows me to actually use all the extra information from my graph point system and of course my grab add-ons and all of the cool things from the prop system of the I'm writing and a lot along with my play assistants as well and there you go that's my custom and post system that's that's the end of this video thanks very much for watching if there's any questions you have about how I do this stuff go ahead and ask but I can't give you all of the information of course but any little bits of bats I can always help you up thanks very much for watching good bye diff --git a/research/sources/nimso-transcripts/VftAqOUhQsk.txt b/research/sources/nimso-transcripts/VftAqOUhQsk.txt new file mode 100644 index 0000000..982fb6c --- /dev/null +++ b/research/sources/nimso-transcripts/VftAqOUhQsk.txt @@ -0,0 +1,3 @@ +# NEXT GEN - No Jank - VR Physics Simulation! (VftAqOUhQsk, 1661s) + +[Music] [Applause] [Music] it's me NSO welcome back to another VR video we are back in Project TX once more now immediately will see that we are looking at a character that now has moving legs these are a very basic version of a procedural leg system we are not talking about that because it's not that good right it's a pretty rubbish system right now it does a few of the things that I want it to do just because it needs to handle certain things especially since they're all physics parts of the body so it's all it's all physics it needs to be perfect so we're not looking at the legs don't look at the legs don't look at the feet otherwise you'll get a kick in the face now let's a go we're going to pop over here because we are looking at physics today physics based VR physics based VR uh I don't actually like it right I don't really like physics based VR as it is nowadays right if you just sort of picture this right you want to let's we'll switch over to my view and uh you want to grab something right you're you're in a physics game you place your hand next to an object and for some reason it's always there's always a DOT that shows up it's it's just always a DOT a DOT shows up or a little ring it's always the same thing yes that rhymes that was on purpose now it's always a DOT that shows up but that's not the point right you try and grab the object and one of two things happens one of one of one two one of two things happens either this happens and the hand kind of goes and it stretches the arm and it just suddenly jumps towards the object right or the uh the more annoying thing happens which in some games is fixed and it kind of does this you've seen it happen right you you have seen it happen don't tell me you haven't it's just how it is right so that's the grab and you look at that you you get that out of your graub and uh and then you're like that was awkward and then so after you grabbed it you picked up something like a sledgehammer and you lift it up and it goes and it corrects itself right and then you move it you move it to the right and it goes and then it would be nicer with the sounds wouldn't it but you know what I'm saying right it wobble Wibble wobbles and then corrects itself and then it it's very springy it slaps into place right slap that's the sound that I I kind of I'm talking about here it's just very right it's slap everything's very Slappy it's either wibbly or wobbly or Slappy right so that's your grab that's your your hold and you're like that was awkward you grab that was awkward you hold it that was awkward and then you want to throw it right and you have your controllers on not that you have your controllers on you you swing your object up and you like that and it goes right that was awkward because it's a hammer for some reason every time you lift it and throw it it just kind of flings out of place right and you're like that was awkward all three things grab hold release everything is awkward for some reason right and I don't know why but that's just how it is in VR physics but I want to change that right so we're going to start primarily with grab right we need to look at all three I want to change all of that and the way that this system has been built I've been I've spent about 9 to 10 years working in VR Innovations experience and and experimentation on building the best of the best for mechanics and especially in physics right in physics I have put a lot of time in and I really want it to be smooth I really want want it to be softer so what I want from physics based VR is I don't want any sloppiness and I don't want it to go whoop whoop and try and correct itself I just want this soft grab properly as I want it to be soft grab it's soft it's smooth and it feels bloody Perfect Right There we go it doesn't matter what you grab it doesn't matter how big it is there we go nice and soft and you have you grab a box and there we go nice and soft nothing jumps nothing throws itself about right you get a a heavier object like this a bigger one with A Wider Circle and you pick it up and it's just just soft it's beautiful and it positions itself correctly as well nothing jumps around so you you grab it and you don't want it to kick things and smack things about you want to place it on top of an object and you want it to stay still so that it doesn't get thrown out of your hand when you release it as well right so there we go just nice and easy right everything needs to be nice and soft and of course that's what I've got here right and of course it with those it's nice and easy but with some something like a cylinder grab it doesn't just let you grab it in any orientation obviously you can grab it like this and it holds it nice and smoothly right but it's not going to let you grab it like this and it has to smooth out right everything's going to start falling stop stop moving calm down calm down wasn't supposed to do that calm down there we go right and you just want this nice o missed you just want this nice soft grab even if you're not grabbing it in the correct Orient M ation and of course doesn't matter if it's a wider object right it just holds it nice and smoothly there we go very very beautiful and of course it applies to anything no matter what you do and it gets even more extreme when you look at something that is much more specific so even without cylinders get out of the way bins you're all in the way you as well get out of here cylinders those things they have some limitations but not entirely these is guaranteed One Direction right so you pick them up the proper way and that's fine right it's nice and easy and soft and smooth but if I pick them up incorrectly it should still be smooth right I don't want any flip-flopper I don't want any any sloppiness it should just look beautiful and that's exactly what we have here nice and I missed nice and smooth and we slow down the world and even then soft right soft and of course if the finger pausing was done and I've got a very very basic finger pausing system right now it just considers the the size of the object it doesn't care about the shape so if I was to grab something like so to grab something like this off the edge you can see it doesn't consider the shape of of of that object right it doesn't consider the shape just the size which is fine oh sorry Penguins sorry Penguins you're all going to fall off now yeah so there you go nice and soft and it just corrects it nicely into the hand smooth smooth as butter is butter smooth I don't know and of course you can see it even more extreme with something that's larger right so there we go you correct it and there's just there's no jumping around none of that that is the grab smooth smooth as anything that's grabbing right so that's part one two holding we go over here and we go there we go again nice smooth and soft grab that's how it should look and now we've got a hammer right and it should feel really really nice again no wibbly wobbliness let's run over to there and you can switch over to viewing me externally there you go right so now I can see kind of a reflection of me as well and that'll help you can see here if I switch the controllers on as well you can see now there is no wibbly wobbly actually I'll keep the controllers off there's no wibbly wobbliness right it's there's none of that swinging the hand around and constantly bouncing and and going and that is down to a lot more complexity than you might think let me explain in a in a regular VR physics system what you would have in in a regular any any type of VR system what you have is a hand and it is floting it's positioned here because that's where the controller is you see the controller is floating it's over there right and so of course if you're holding a heavy object that object points the vertical on the vertical axis it weighs you down woo and you get thrown your hand gets thrown downwards right vertically but that's not realistic that's not how it would actually be in reality in reality you've got a muscle holding this I was going to say ankle holding this wrist here and that's the wrist right there right and that's what would happen if you pushed down here the first thing that would happen is that would rotate but if that muscle holds then the next muscle here would also rotate right so now you would get something that pushes down it shouldn't do that because what would actually happen is it would do this right it would rotate from the muscle downwards and if that one holds so there we go it hits that that end strength if that holds then from here it would drop but it still wouldn't go vertically right it would go round because the arm round right and I just went through my body there um it would go around right so all three of those in fact not three shoulder chest spine hip all of it matters every single part of this is um every single part of this is involved in making sure that that structure works properly right and that's why when you go like this you end up with no Wibble wobble no matter how how awkwardly I move the object right so even if I swing it right round I went all the way around I swing it right round and you can see it just kind of gets stuck there right there's none of that that the hammer is not going all over the place there's no swingy ding ding right it's not swinging around it's not Slappy it's not correcting itself suddenly when it gets back to the center it doesn't go and then slaps in none of that it's it's just beautiful oh it feels so good when you're swinging the hammer around naturally right and because I have all of that structure you can see that there's a little bit more strength One Direction this direction here than there is that direction you can see the controller no matter what it can't lift so easily but this side easier because it's actually holding at the limits of the arm right and then when you swing it about it's very very nice and smooth and it's just it's just so much better on the physics right it's beautiful it physically works the way that you want it and of course if I was to hang this over here you'd be o sorry went a little zoomy there you'd be able to see that very very easily I've shown this in the past but it's nice and easy way of showing this right which is with the one hand I'm able to lift my body but only up to here and and that's because that's these two muscles here holding together but if I was extended here I can't actually lift that high right it's because I'm leaning off the end of a of an arching object right so just doing that I can just about lift it if I give it enough momentum and then it it collapses again right I'm supposed to use two hands or alternatively I might be able to use my my body position and momentum and swing s and swing and I might be able to swing myself over otherwise the natural way of doing things you just clamber right there we go absolutely beautiful it is all in the muscle structure it's absolutely wonderful but of course it gets a little bit more extreme than that if you look from my viewpoint here you can see one of the things that is a real sticking point for for physics based VR when you're grabbing an object when you slide on the panel because there's so many Corrections going on to actually make the object rotate and position itself correctly you usually have a little bit of wibbly wobbly when the hands get a little close together right but I'm not doing any corrections at all other than the tilt of the hand which tells the object to actually correct itself based on how far out I go so here if I held it straight out in the sort of uh in the sort of Samurai pae you can see here in the in the in the katana pae you can see it goes straight out and yet if I lift it back here very very nice and easy it just levers correctly so for example uh if I was to go into the golf pose and then swing it you can see it keeps that correct structure as it rotates but like I said beyond that right there are no additional Corrections going on to position the object based on the two hands which results in this and this should surprise you a smooth slide between the two hands without any jumping or flipping of the object no problems at all no matter how quickly I slide past them right so both hands sliding at the same time no trouble absolutely nothing no flinging no nothing and both hands can hold at the same position no problem right it's absolutely beautiful that is in the physics right there that's what I'm saying next gen right here missed bang There we go beautiful absolutely beautiful now that's the second thing that's grab that's uh that's uh grab that's hold and now for release so here we go usual business I've got the controllers and just throw the hammer up try this in any little demo that you have you throw the hammer up and you'll see that it actually flings itself crazily right there's none of that none of that right it's just and it throws nice and naturally right it's beautiful it's absolutely beautiful see directly it just goes straight up that's what I want want from my physics based systems it's beautiful and of course this applies to everything all of the objects here no matter what you grab no matter what you're doing it always feels really really nice and smooth and soft and everything just looks better by doing it that way let me have a a showcase here of the new penguin this is the Penguin a right these are the little grenades uh from the previous uh version of project TX they've been scaled down they a little bit more rounded now so they look a little cuter and they're just as explosive We There we go boom and there we go right but of course you're waiting for it all of this is as it is I wrote a simple pausing system it's a relatively simple one right now it it just looks at the size of the object not the shape it just looks at the size of the object but that alone the cool thing here is I built all of this I I recreated all of my basic systems without ever testing in hand tracking at all I tested in hand tracking the first time today today was the first time I tested in hand tracking so of course I have hand tracking you're looking from my viewpoint that's good and I forgot to recenter again that let me uh try that again and there we go we recenter and that's going to allow me to local properly right so let's just move over to here and it always jumps the first time for some reason all of these systems are inherently just working with hand tracking no matter what I do anything I do in terms of the game mechanics with the hand systems the grabs will always just work inherently with hand tracking nothing has been designed ever since the original FL fluid hand paing system nothing has been designed dedicated to hand tracking at all and look how smooth it looks look how beautiful and of course you can lift your fingers you can still control your fingers all while you're holding this thing right no problem it's just beautiful of course it doesn't mind and you can slide along a barall like this you can slide along a bar if if my tracking could actually see my hands there we go you can slide along a bar no problem beautiful right and because it keeps jumping my tracking because these systems just work from the simulated hand tracking systems right based on the old hand tracking all the usual stuff right absolutely wonderful where's that sledgehammer it's somewhere right let me pop over to there I'm pretty sure it was down there where's my sledgehammer I lost me Sledgehammer oh dear oh dear oh dear there he is over here hello Sledgehammer right I feel like a real prit and you can see again it's just so beautiful and smooth and my goodness this looks incredible you can imagine if we have better tracking Hardware that can actually do the fingers properly and I mean properly not just sort of a an up and down value like you'd get on the current in index controllers for example once we have really good tracking Hardware this is going to look impressively amazing right and again I can slide on the surface of this using different fingers of course and it's just it's just soft and it's beautiful and it's exactly how I would want hand tracking to work it is absolutely wonderful of course I can pick up these heavy heavy objects as well there we go try and walk over here and drop it on on the box I could just grab the box over here and break that box wonderful I can take this and let's see if the tracking can handle this yay I can put it on my head and here's the best part the shoulders are and the ceiling light as well can uh can then throw the object off beautiful everything's physical everything's natural it just works as you want it to work it is absolutely beautiful I love this all of the little little all of the little inherent systems that come with try try and release properly there we go that come with this system it just it's just absolutely wonderful and and of course I can jump off of a surface exactly how I did in the previous video it is absolutely beautiful I am so glad oh actually I want to show you how because it's simulating based on the fingers right it can of course use things like guns right so there we go hand tracking and I can do uh hold hold together with two hands come on come on come on break it break it break it break it break it break it break it how much shots do it does it take woo Let's uh let's go around the around the corner here I'm walking over things we'll just take this and this there we go that's better that's better right and that's with hand tracking that's with hand tracking it's beautiful we can just take this and we can blast everything out of here that's with hand tring it's absolutely wonderful now of course there's more to it than that we can still use all of the old systems that I had in the previous build so there we go I've added almost everything let's just pop over into the water here yep we got swimming back in and of course I also have the physics and the ballistics of the bullets as well so there we go again underwater firing uh weapons and if I slow down the world you'll be able to see you'll be able to see the bullets actually you can't see the bullets very well on those but that's okay you can see how they're very much affected by water they just can't they can't move properly in water right absolutely awkward there we go right and I'm swimming in water in VR now somebody asked me somebody asked me about accessibility let's get the camera back on wo somebody asked me about accessibility they said okay well I use the analog stick to pull it down and I can pull it down and Crouch right but in this game I'm able to crawl right because the physical body is there it allows me to crawl and you can see the legs are going through the ground again so they were wondering how on Earth do you handle that well I had a really good idea which I implemented a while back uh but never actually made a video on it and it's just a very very simple method what I do is instead of just pulling the analog stick down one if you double tap it like you would with running for example you can flick it double flick it down and now I'm not actually pulling the analog stick and you can see my character is in Crouch and now because I'm in a Crouch lock I'm able to pull the analog stick down further and lower my body even more again this is still unlock right and I can lower all the way to a crawl so there we go now I'm crawling wonderful right and of course I can push up slightly to unlock the uh the Crouch lock and I can do this straight into a lying prone by just pulling double flicking but on the second flick just keeping the unlog stick down so there we go I go straight into Ling prone which allows you now as a seated player to play and still have all of that control over your crouching and everything right and of course that means that you can perform a dive like I was doing before and of course I was doing it by lowering my body after a Crouch right so crouching and lowering my body but you can now do that without having to physically lower your body so there we go nice and easy a dive without lowering my body absolutely brilliant it's wonderful and of course all of these systems work fine no matter what character you're playing as and of course the hands the scale of the hands is affected as well and is managed by the scale of the hand uh by the scale of the object when when you're grabbing so if I switch you back to my view right and we look at something like these spheres here now that Sonic has bigger hands than my real world hands even then he still pauses your hands correctly because everything is relative to the size of the character hand as well and there we go the same thing with the larger sphere is just correctly held it's absolutely beautiful that is that so here we go you get to see me now just a quick run you're seeing from all the way over there wonderful I know Sonic doesn't look really good because his feet are moving a little bit dodgy dodgy but the egg Pawn egg Pawn he is uh he's he's capable of looking a little bit more accurate when he's uh when he's moving around grab that there we go and there we go it's wonderful it's wonderful if you want to have a look as well uh someone did want to see eggy boy doing a dive so there we go we do a quick [Music] run old Eggman performing a dive right and we also have Kirby here who looks absolutely insane when he's uh when he's holding weapons so uh and and there we go he can pick up a pick up a gun and he just a kby firing a little a p pellet gun or whatever the heck gun it's a little nerfy type gun unbelievable there we go that's this uh that's this build um I that's enough that's enough right I've got more to show What's happen in me hand I've got more to show I'll show you that in the next video thanks very much for watching check out my patreon for now but I've got more more to come very very soon thanks very much for watching I will see you in the next one this this is the next generation for physics in VR and and VR in general and I'm hoping to really really Implement and improve the world as we go by I am really hoping to improve VR as a whole thanks very much for watching I've said that a number of times I will see you in the next video [Applause] [Music] goodbye [Applause] [Music] a diff --git a/research/sources/nimso-transcripts/WGgPrne7Ctk.txt b/research/sources/nimso-transcripts/WGgPrne7Ctk.txt new file mode 100644 index 0000000..05b8727 --- /dev/null +++ b/research/sources/nimso-transcripts/WGgPrne7Ctk.txt @@ -0,0 +1,3 @@ +# ADVANCED BODY ADAPTATION - Pushing The Limits of VR! (WGgPrne7Ctk, 1632s) + +[Music] [Applause] it's me NSO welcome back to another project TX video we are back here in the in the testing ground that I've been working with and today's video is an extension from the last video it's been a while of course because this everything I'm working on right now is all let me get rid of the controllers is all about getting a final polished version of all of my systems everything's been Rewritten cleanly to work with the new new stuff you can see the elbow system is a little bit wrong it's a little bit broken very very broken and uh yeah that's a little bit of work left to do with that but the rest of the body posing system is working quite well in fact it's a little bit better than quite you know what let me move the camera here so that it's in line with the real one there we go now you are exactly where I'm looking right um so today's video is about Avatar adaptation and of course it is something you've seen before I did a little uh test of it once I saw that it was something that happened in in another game you know what game that is that is born lab uh and uh yeah so they have a brilliant system of allowing your character to adapt from your natural user the actual players's height and stuff like that and uh having that adapt let's uh walk down here uh adapt into different character sizes and whatnot and of course that applies with the arms and everything now you know that I had already done a little bit of work on that uh and uh of course I I actually added that to the let me face you again I add I I added that to the to the last build which was just the arm adaptation but it's been written properly now all completely polished and of course here long arms as were as per before but now it has been upgraded to fully adapt every part of the character body of course in the last video I was talking about the fluid hand pause system yeah I've added my watch back in so that I can actually control things a little bit better and to this video we're going to be showcasing different characters as you can see here we have a bunch of characters in front of me which I've been using for testing and um let's go right so here we go first off just a little bit of height adaptation we've got uh you'll notice my hands are a little bit a little bit small uh they're a little bit smaller than they should be that's that's using the normal characters um hand size and I never scaled the hands up when I was just throwing them onto this this is a separate character model essentially from that one from the the regular Nyo sized human being which is this one and and then this is regular Nimo with long arms and this is a different character entirely as well each of these is a different character right and what happens is I'm actually adapting from the user metrics that I've got uh to to whatever we're we're looking at whatever character we're looking at let me Zoom you out again because some of these characters have trouble but of course simply adapting the height is not enough right each of the body shapes needs to be adapted because this is a full Collision system which means I Collide here and of course my arm as well collides and the Hand collides as well uh let me back to normal height and you can see here obviously the hand collides and of course I've got the little hookie hookie um uh physics on there I still haven't finished the finger control there but obviously when you're moving around like a character like this you you you sort of have to adapt a little bit more because the height obviously is scaled down but then the problem is that the shoulder positions are much wider so a lower height with much wider arms you've got a problem there with much wider shoulder AR sorry uh and even then the arms are longer than the body actually you know it's not a normal character so obviously when you switch to something like that you should be expecting um the arms to be a little bit awkward and squeezed in uh that's not happening of course so I scal the arms correctly according to the actual metrics of the character and of course the finger pause system works as well and we'll talk about that in a in a moment as well uh but there we go we've we've actually got a scaled character model here and there is more to it than that right so obviously we can also move around as a regular character let me just pop you over to here you'll notice the legs aren't animating there is no leg animation system yet I am going to write that properly uh later down the line right now it's just the very basic stuff and uh and that's all but I do have the regular Crouch system in so this is all controlled I can jump right but I actually have it a little bit simpler than than your regular sort of game I don't need to crouch in I can just jump very very easily that is full physical it is entirely based on the actual ground as well so here we go let's just uh move this box here and you'll see here that it can actually weigh the character here that I'm that I'm standing as obviously that is adapted as well right let me put your camera there we go obviously that is adapted as well right so you'll see that the actual ground if you if you look at the force on the screen there if you look at the force on the screen there in fact why don't you look through my eyes right you look at the force on the screen you'll see when I jump there was a very sudden moment where it actually increased in in in Mass uh in Mass yeah obviously so I'll slow down the time and then you can see there did you see 500 kg in fact if you look at the forces you can see that I'm pushing down 1, 100 uh Newtons and if I jump suddenly it hits 5,000 Newtons for a moment that's because my actual Force pushing up is about 5,000 right so that's me pushing up off the ground and reaching my my uh uh Zenith of the jump but it gets oh wait hold on but it gets uh it gets a little better than that because obviously I can actually control my body as well right so same as you would expect and of course all of this is the actual Collision for the character model things are going to get really confusing when we're playing as one of those characters what this means is I can not only just Crouch and and hardly reach underneath this thing this is obviously a physical object and I will collide into it if I try and move but if I crouch low enough I can actually I can't move with the the analog stick when I'm too low cuz I'm actually squeezing off the ground I can actually cwl crawl I can actually crawl by doing that now you can do this fully physically if you want but of course you can lower your body first and then lower your real body in in the game as well and that makes things easier but if you were to look from this camera view you'll see that it looks even cooler than you might expect it's actually very very natural how it just has there we go very very natural right and I can see on that screen obviously I'm just using a little simple camera screen to to um to view myself moving one of the annoying things with open XR is that when you go in the Oculus desktop uh virtual desktop by pressing the Oculus button which I can do right now if I want it stops tracking the hands which I I just really hate that it carries on tracking the head in the game but the hands stop tracking is really annoying of course this system still uses the old fluid hold on you're on yeah you're on the camera this system still uses the previous stuff that I wrote Into the game which of course is hand tracking I did I did not do that hold on let me try that again there we go which is of course hand tracking right so now you're looking at my actual tracking here we go uh I can't control the camera now because my my actual watch hasn't got any hand trck uh system stuff but I can of course move around there we go I just I just hopped and that's actually part of part of something that I didn't want to show yet but I needed to switch to to that Locomotion of course I can locom mode right so there we go and uh that's using the previous exploration mode as well so let's switch that off grab me controllers get them back to normal and there we go I can move around the cool thing is of course I can adapt to any character first and then use the hand pausing system so here we go I can switch back to in fact we'll switch to Eggman this time there we go which of course is robotic because uh I hope I didn't pronounce that in a weird way now I'm actually seeing his mustache as well let's see if you can see it in uh in in the other camera mode uh there we go let's see can you see the mustache I don't know if you can see the mustache but this is you viewing from eggy boy's um uh point of view and of course if we switch back to camera mode there and we can bring you over and we'll Zoom you in and of course the coolest part of that is we can switch off the controllers and now I have the full adaptation system working with hand tracking this is really really fun right this is absolutely cool uh and there we go you've got the hand pause system as I mentioned in the previous video and now with a very big belly as well but there's a bit more to it than that because it's not simply moving the shoulders out this this position here needs to touch right there the quest two battery is low that's typical right these points here because the shoulders have extended would not naturally actually hit the each other of course in something like bone lab they had a system to to adapt that as well where what they would do is as your controllers get close the the game would would scale the movement so that your hands actually touch when oh I I went and Switched Off the controlers again so that your hands actually touch there we go this is now real so that your hands actually touch when when they touch in reality right but I don't want to just do that I didn't like that system much because when you're actually holding a gun and you move your hand towards it it kind of scales the other hand away it gets a little bit annoying but you'll notice that it still works here so where I have the controllers wide up out here uh I'll Stand towards the camera here you can see as I move them together they actually touch in the game right I'm actually scaling from the wrist so I'm doing this uh that's that's wrong I'm going to be scaling from the grip position later but uh I I've got work to do right but you'll notice that it isn't as annoying when when you're actually moving inwards that's because it doesn't actually adapt too much when you're moving the hand towards it right and the way I'm doing this is actually i' I've got a center line from the chest and I'm actually scaling from the shoulder point there so this feels a little bit more natural uh where your hands aren't being pulled around when the other hand is moving right so you can actually move that and and you don't get pulled around there I haven't done any vertical scaling and and any body scaling so I can put my hand through the body if the belly is a bit too much but there's even more to it of course this system doesn't just adapt the overall um character shape or anything like that so for example if I was a humanoid shape like the master chief here right much bigger than a regular human and much heavier as well in fact if you have a look now you can see I'm actually 430 kg it's uh it's jumping around a bit because the more I move the more Force I I apply onto the ground right so if I if I do this now you can see it it suddenly hits 17,700 kg because I'm putting so much force just to jump right and of course I can do a jump like that the cool part is of course that the chief can actually crawl under that it's this is a really easy box to move now with the chief's strength but he can actually crawl under this uh under this thing which is really a little bit awkward let's move you over to the side there you can see a little bit awkward to see the master chief be crawling there but there is of course more as I was mentioning mentioning when you're working as a humanoid character we'll Zoom you in a little bit actually when I crouch the body of course pushes the hip out a little bit and then pushes into a crawl right but if you were to try and crawl let me Zoom you out again as um as someone like the eggy boy over here that would be a bit of a problem right you can't really crawl with a character like this so what I've done is I've actually had pause adaptation for every single character as well they each have a custom profile for that which means now when he crouches he doesn't Bend his chest and Spine and hip because that would create a really awkward fold here on the chest uh well here on the belly right so instead he just works as you would want him to naturally work I going want to be able to see it myself but you should be able to see it from that side so you're now seeing a mirror as well and as you can see when he crouches instead of trying to fold the spine quite a bit he pushes the hip out and tries to keep a rather straight belly right so there we go and then he's kind of rolling on his belly when he gets too low obviously can't really crawl uh like a normal human being he's just kind of leaning on his belly uh but there we go yeah it's really funny just having eggy boy rolling on his belly I've fallen and I can't get up I look ridiculous in the camera right now I'm sure but there we go it's really cool and you can see obviously the feet kind of work and O something uh something happening on screen there and of course oh I think my audio just died I hope it's still recording is it still [Music] recording let me check that very quick hello yay okay so the audio hello there we go the audio seems to be working fine but uh but there we go as you can see I can actually crouch in air and you can see he kind of tilts his body as well if I switch to a grunt as well much smaller character but I can't really crawl right and you can see actually that when I go underneath I can't actually fit notice when the grunt is standing High his body has his hip pushed oh I'm I'm hitting something his body has his hip pushed out quite a bit right rather awkward shape for a character in fact the way that this character is the the the chest kind of leans outwards and then the hip kind of leans outwards as well and the spine is back it's a very very awkward character model and character structure but let's get it really really cool by having this adaptation system I can become any shaped character because the pausing actually adapts to it as well boom oh let me try that again boom so now I can be a Kirby here we go zoom over to here you should be able to see me properly can you see me probably you might need to zoom out a little bit oh oh that is the zoomed out okay so you're zoomed out I'm going to have to drop the camera oh there we go and now you can see me as a Kirby it's a little a little bit annoying it's a little bit unusual but there we go and of course my movement speed has been adapted as well and the forces and everything this character is only 30 kg a rather light character compared to the regular Joe's over there but there we go it's really really cool it gets better because as you can see with Kirby he doesn't have hands although I can actually still move his arms around right his head is his body and it still works perfect perfectly right and of course you can Crouch as a as a Kirby and he looks quite funny when he kind of Squish squishes in onto the ground he hits the ground quite easily and the colliders the colliding shapes here actually match the character we're playing as even though he's not really a humanoid shape it's something completely unique right Bo let's pop up here but it gets even better because not only am I adapting all of the regular movement systems the strength of the legs has Chang changed as well so if I'm playing as a Mario I can actually jump like a Mario whereas even though I'm shorter than the oh even though I'm shorter than the grunt over here my jump is pretty high and I can't actually reach the top of this so I have to jump I have to jump and but even then the grunt is actually quite a weak character in terms of his leg movement so the jump is very very low right so his jump relative L low in comparison to a Mario Mario's got the highest jump relative to his body size but of course someone else has a little bit of a different movement on him Sonic over here I know I'm using Sonic Boon Sonic but here we go right Sonic has a highspeed movement on him again forces absolutely physics everything is legit and he is able to move around rather fast and it's even cooler when you've got the running system and then you can jump as well and I've just shown you accidentally the thing that I didn't want to show you yet but it gets cooler than this of course because I can adapt the actual pae structures of the character we can adapt to something that really isn't very humanoid at all right so here we are as a Sonic I I can't actually reach the button so I have to jump and it's a little bit of a pain so I'm going to switch to this guy again but because the PO structures can be adapted and this this is going to look a little bit awkward because the legs aren't working properly and they kind of Wibble wobble and the arms obviously Wibble wobble but the arms work quite well on this guy right because I can adapt the the porse structure I can become something that doesn't actually match any sort of humanoid pore structure right and of course with this character my hip is just positioned in some really random place so now I actually I can run around and my jumps are massive but I can I can kind of step right over here move the camera around where where's the camera hello camera oh there you are hello so I can now step right over here and my hip is like below me is is the the surface and my hip hasn't gone past this at all right so there we go and it's really cool because now I'm actually I can't tell where my hip is it's kind of far behind me but there we go adapting to something like this requires the entire character pose structure to change you can see I'm trying to walk over on there and I I don't even know where it is of course if I were to crouch things get a little bit awkward because now the character actually changes his post structure based on this shape when when uh old eggy boy over there crouches and I don't have arms right the arms are visible to you but I'm not even able to see them they're just not far enough ahead of his head for me to actually see so the best way for me to actually change character now is to do it like an actual dinosaur there we go right so when when you actually Crouch as one of these characters it changes the shape and the pore of everything right and his movement system is limited and his strength is changed and everything like that everything just works in the way you would want it of course it gets even cooler when you've got no controllers because it's all adaptive and works with my my uh exploration Locomotion system but I've adapted that I've extended that as well in a way that I really wanted to right which is let's assume we are playing as a much more humanoid character it's a little bit easier no you know what no I'mma play as a Mario right so now now I've got fingers right they don't really work bril brilliantly I need to work on the pause adaptation for that uh and of course all of these characters they can stand on moving ground and all of that and it just works well and they can crawl underneath they can stop the stuff and all of that but it gets really cool when I'm able to actually move around as one of these characters properly um yeah what there we go right so now in hand tracking mode I'm going to trans stand in the center of my play Space there we go that it's about here and now I can move around right as I was doing so before what did I just walk into oh it was that uh moving surface ble right and now here's the cool part I know there's a there's a cupboard here but I'm just going to run around over here I have added something to this system that allows me to actually jump I can do this no no jump I can lift my body no jump but if I want to I can jump like so right so very easily I can just control the body now while I'm walking around I can just jump whenever I want to it's so beautiful it's just so beautiful so let's just go over here oh yeah we'll have to do that again by controlling by just looking at the actual data here I'm able to jump whenever I want to right uh let's try and switch over to another character that is much more normal and human here we go we'll just switch that off I'm going to try and climb this Mario's hands aren't super strong uh for his uh springiness it's a little bit a little bit awkward oh I pressed that button there we go that's better and now I'm a normal human being I'm able to walk around and this time I have the ability to actually jump and therefore things get really cool because now not only do I have no controllers in my hand oh let me try that again there we go still got to get used to it I have no controllers in my hand and I'm able to actually move around quite well in control while you know just full adaptation everything's just beautiful and of course if I was to do this while moving I can also jump while moving as well so there we go that didn't work at all I didn't lower my body enough right so I can move I can run and then whenever I want to just jump and I of course my hands go up to be able to do that as well so there we go an absolutely crazy amount of random stuff going on let me just switch over to here oh I forgot to switch that off uh we'll switch local system to hybrid there we go so yep so yeah absolutely crazy I'm able to switch to any character with different structures po structures and I can use the the entire handpost system and everything like that the fluid handpost system of course there is something really cool this is an accident it's not supposed to be like this but of course when I'm crouching and performing a a a crawl pose this actually works in air as well because like I said I haven't done the leg system so of course when I'm climbing on something I can actually lower my body enough that I go into a crawl and the legs are strong enough that they can actually push themselves out this is even cooler when you [Music] jump so of course when I'm running around it looks like I'm diving in fact I am technically diving right so I can do this it's so bloody stupid let me slow down the world a little bit right so I can jugg around and then jump and Dive Right forward it's just beautiful it's just beautiful it's absolutely ridiculous so I've been I've been enjoying this I've been absolutely loving this right so you can just dive as you want it's even cooler when you're playing as Mario right so you play as a Mario and then you can run around you can jump around and then of course as you're jumping you can you can just you can just dive it's just as expected it's absolutely beautiful it is absolutely beautiful each of these characters will have the ability to have different uh systems that are just so adapted to to a completely different character that you feel like you're playing as a different character in a different game right it is about completely EXT extending all of the game systems to the point that it just doesn't even feel like the same game anymore right it is beautiful it is absolutely beautiful the battery on the headset is very low it's time for me to end this rambling ridiculous video please have a look at my patreon of course because I'm going to continue trying to put more Dev stuff up on the patreon um thanks very much for watching K I will see [Music] you kill the I will see you in the next video again please check out my patreon I I I need the cash I'll make the next video soon and uh it'll be sooner than this one actually was more systems to be polished off I need to get this demo done as quickly as possible thanks very much for watching I will see you in the next one [Music] goodbye [Music] h diff --git a/research/sources/nimso-transcripts/WYMygKXI0vA.txt b/research/sources/nimso-transcripts/WYMygKXI0vA.txt new file mode 100644 index 0000000..1989718 --- /dev/null +++ b/research/sources/nimso-transcripts/WYMygKXI0vA.txt @@ -0,0 +1,3 @@ +# HYBRID LOCOMOTION GARDEN - Accessibility & Direction (DOWNLOAD) (WYMygKXI0vA, 1108s) + +it's me named sony welcome back to another vr video today we are back in the locomotion garden that i was showing you in the last video uh this one has been updated actually before i get everyone dizzy let's switch this to third person and uh have a look hello so here we are back in the same place uh there's a little bit of trouble with the third person camera for some reason it does like to bounce a tiny bit so i'm just going to keep moving slowly so that it doesn't bounce too much but what we're doing here this is the the final version of it and this is going to be released in a demo today um and i've added a lot of options to it so let's switch over to this first person mode the first thing you'll notice is this uh the the way that i've done the view camera so the view camera button here allows you to switch between the different modes you can see there was an off version of it where it's kind of zoomed in that's because it's not a separate camera one of those sort of typical issues with uh with vr so i gave you a first person mode and then you can click it again you get a third person mode but we're not going to use that for now let's just have a look at the options now there's calibrate center you're going to need this button regardless of what you think you've set up in your vr space this is not it is there's a lot of experimental stuff going on here so do use that button each time you switch locomotion mode especially if you switch to seated it doesn't really matter for the regular hybrid mode which is uh analog stick to move and you can see here on the left hand side it tells you how to do that stuff as well so left stick movement right stick turning and then the menu button on your controller right now i've just released this only for oculus and i'm working right now on on upgrading the the back end system so that they work properly with open xr and then that'll allow you to use it in steamvr and all the other stuff as well anything that works with or open xr now let's have a look at the options then so first we've got the locomotion mode which is the three locomotion modes that i want to show you now the hybrid is the regular stuff joystick based movement and then you can actually control the speed of it here we've got exploration mode which of course i've shown you in the previous videos i walk around my play space and it decides what direction and you can see the ring here which determines when you're actually going to move and then we've got accessibility mode and i'll show you that in a moment firstly let's have a walk around and have a look at the controls so here we've got four different modes of control so we've got flip click flip singular and regular right regular is the the sort of default flip swaps these around so now you can see left stick is for turn right stick is for movement there we go and then we've got click flip now click flip is really clever because what i'm trying to do here is actually have the ability to allow for one hand players this is this is very heavily uh accessibility uh testing today in this in this demo so let's just pop down here have a nice little uh drop down here onto this pathway here and then don't worry we'll uh we'll go out of um we'll go out of uh out of the menu so we can see things in color but yeah you can see here on the on the actual options you can see that both sticks move right so this is the left hand stick in fact i'll show you with just the left hand so i'm going to put my right hand down and you'll see it vanish as well this is really important there we go it's furnished after five seconds you can see it's actually here on my right hand side it's now animated so you can see it actually swings if i go in third person you can see i've actually got a right hand that moves kind of naturally there we go so here we go both sticks can move but they can also turn so if i click this the the joystick in click now i've got turning mode right so that's what click flip mode is so here we go we can just walk around and then turn and then walk around right really really easy there we go and then i can click to rotate and carry on walking and of course if you look at it in third person you can see my other arm is actually moving kind of nice and easy in fact if i pick that controller up and drop this one down you can see now that i can move with this one it's directed with this one right and my left hand is now animated so there you go you can actually see it you can see it animating here on my left hand side really really brilliant and that animation system is actually handling the audio a little bit as well if you can listen carefully i'm going to stay quiet for a moment there you should be able to hear all of that movement right let's pick up the other controller again pop this menu open there you go you should be able to see it and we'll have a look at singular mode now singular mode is very similar to the last one except instead of clicking the stick you hold it which means at all times the joystick is always for walking so right now it's always for movement but while i hold the stick in i can rotate if i let go it's back movement again and that means you can very quickly switch from from movement to turning get a quick snap turn in and then carry on movement there you go nice and easy and the the the intent intent here is to test things for people who might need a one-handed mode and of course in the end when i've when i've built a quest 2 version of this or once i get myself another leak motion we'll be able to use that and actually use some hand tracking coupled with all of this so let's switch over now the uh the direction modes let's have a look so we've got the regular direction mode of head directed movement uh we are in first person right okay so you should be able to see the controllers here um i'm gonna move with my left stick so here we go right stick for rotation left stick for movement left stick is now directed relative to my head i'm going to keep my my joystick pushing forward the whole time right this is pushing my my joystick forward trying not to cover my sensor there or tracking and as you can see when i swing my hand to the left of the to the right i still move forward because it's head direct of course if i keep my controller still and i move you can see that i actually move in the direction that i look okay usual stuff i switch it over to controller mode now and now i can look around wherever i want it doesn't make any difference it's entirely controller direct right but there's a problem the problem with having controller pure controller directed movement is that when you've got something like a sword and you swing it and this is me pushing forward on my joystick and you can see i end up moving in in multiple directions right so that's the thing that i've been trying to solve so now let's switch to hybrid mode takes head directed motion so here we go you can kind of get head directed motion but it also takes the controller so here if i turn the controller you can see i actually move in the direction of the controller allowing me to push forward look around and you can see i move straight forward however at the same time by blending between the different angles of the controllers i can do this and you can see now i'm always moving almost always forward when i'm swinging my controller around but as long as i keep it sort of straight i can control it entirely based on that which means that i can walk naturally now up here and i can look around a little bit without having to think about changing my joystick control i can look around while moving but then i can still move in the direction of my head movement very very useful that's the intent with the hybrid system here it's a it's a blend between head direction a hip direction which i'm calculating based on the two controllers and the the active controller so of course this depends on which uh which control mode you've got so if if you're using your right hand it'll be based on the right hand and of course if you're using one of the other modes it uses whatever's actively actively movement moving your your player let's have a look now at the different modes see here we go hybrid exploration as i showed you before and this time with the controller sat down you get animation mode so now i can walk around and it actually animates me there we go you can see me and you can see that it actually animates me so if i pick this left controller up and switch you to third person hello now you can see even with my controllers put down you can actually see me walking and now you've got animation brilliant there we go excellent completely animated hands and the animation rig is controlling the sound effects and other stepping systems as well brilliant let's grab this chair over here pick these controllers up and switch to accessibility mode now in accessibility mode i'm going to take a seat i'll switch you back to first person because as you can see now i'm a little lower lower down compared to the menu here you should be able to see me in in view so what i need to do then is click calibrate again there we go i need to fix that button before i release it uh i'm using my my joi my uh actual controller button to do the calibration and i haven't set up the menu button to do it correctly with that but as you can see now so this is something i showed before and i even put a demo about it but now i've upgraded it so that it works with all of my my newer as you can see it's based on hans swinger now i really don't like hand swinger it's something that i've always hate because it usually ends up with people going you run that is just ridiculous right and the same thing applies to my hybrid local like actual jogging in place most people assume that you have to kick your feet and kicking your feet ain't gonna get you anywhere because uh we're not tracking your feet right so it's more about natural movement and that's what i wanted to do with this so here we go my feet are not touching the ground now in reality so i should be able to move even if i don't have much strength in my legs this is the point this is an accessibility system so here we go i'm pushing my joystick completely forward now as you can see i'm moving kind of slow uh yeah actually we'll leave it in first person for now well actually you need to be able to see what i'm doing with these controllers you can see in the in the camera as well but there we go so here we go i'm moving kind of slow and then as i swing my controllers you can see a little bit of a boost but what i do is i actively move that based on what would naturally happen with your body so if you swing your hand up like this your body is going to lean a little bit to that side because you're you're tensing up this muscle as a result if you just allow yourself to loosely move with the controllers you'll see that you can actually get a run now there we go and this is what i'm doing i'm swinging while i also lean my body very slightly right so there we go nice and easy and it just works and of course we can control the speed here slow down by not moving and if we move our controllers like this we don't really get that much speed it's actually much easier much more comfortable just to do this because i'm using multiple systems i'm using both the hand swinger and the head sway movement it means that you don't have to do all of that shaky shaky movement you don't have to put too much energy in in moving your hands and it feels kind of a lot more comfortable of course this is a problem for one-handed use because how can you swing both hands so let's have a look at what happens there there's a menu still up there but there we go let's uh let's switch to um here we'll switch to to singular mode so there we go i'm going to put one controller down as you can see i'm using only one controller so here we go when i move you can see i i'm still able to actually swing it enough to run i'll use my other hand just so i don't look ridiculous in reality but as you can see i am still able to kind of get that motion you should be able to see from this camera view that my right hand is swinging as soon as i start moving that swing is actually being tracked by the hand swinger system so the animation is helping you out as a result if you've got one hand it doesn't matter which hand you're using you can just get your arm swinger movement working exactly as it was before because your right hand is swinging anyway your left hand is doing the activation of all of this and of course if i swap that over and you're only using your right hand you can still move you can still get all your your movement system your singular movement system and once that controller has realized that it's been put down you can see i get full movement and i can rotate and all of that really really easy my legs aren't touching the ground right now i'm acting as if i would have trouble standing up or if i get fatigued easily any players who have trouble with with those kinds of systems the aim with this demo is not all about gaming like i mentioned in the last video this is it's not about gaming this is about allowing you to just experience a vr world let's move back over to this area here let's just juggle over here and have a look at this patreon board because uh as per the same thing as i did with the last locomotion demo i put me patreon uh supporters onto there i know that um i i haven't put anything specific up on patreon and let's be honest i do have a job in terms of finances i'm i'm quite okay so this is only an extra thing this is entirely up to to anybody that wants to support me a little bit additionally because you know that i don't really want to be entirely spending all of my time in a job forever my aim is to be out of a job and completely focus on the the vr stuff that i do and on my other ips and game stuff as well that i do i'm doing a lot more than just the software side though so uh stay tuned and see what happens there but as you can see here's the board um have a read of the names on there if you if you if you want to if you don't it doesn't matter but this board is in this world here let's have a jog over here oh that's my uh that's my phone going editing and you can see it there in the background i placed uh tubby's house because uh i want to be able to show you in each of these demos what's actually what world you're in right because there are a number of worlds that i'm building as part of my my games and for as part of the global sort of environment of my game so let's have a walk power here we'll switch back into exploration mode and uh run right into a tree i'm just gonna move this chair out of the way here i'll recenter myself around here and then place the controllers down and let's have a walk about so there we go you can see butterflies i added there we go they just float around a number of colored butterflies they're sort of everywhere as well let's just jump over here you can see very very nice little little demo area and it's it's just brilliant for you if you want to just take a jog somewhere in vr let's uh down here there we go and uh maybe i'll switch to third person view for you as well just give you a final look at this little world before we we finish up close up shot so there we go a little bit of a jog and you can see me your sudden turn there nice and easy nice and chill so that's that let me switch myself over here and speak to the camera so as you can see this is the the locomotion demo for hybrid locomotion systems and all of my accessibility tests as well so have a look have a test of this demo when it's uh when it's uploaded which should be today and uh yeah hopefully you can get some you can start to see some of the benefits of this system i'm moving a little bit of course there um hopefully you can see some of the benefits of this system and uh that's that so thanks very much for watching i'm just going to pop back up to up to there and uh that is pretty much the end of this video hope you liked the the system and hope you like the demo as well and see you in the next video thanks very much for watching goodbye you diff --git a/research/sources/nimso-transcripts/Y8R3VKpiumY.txt b/research/sources/nimso-transcripts/Y8R3VKpiumY.txt new file mode 100644 index 0000000..8fcbebb --- /dev/null +++ b/research/sources/nimso-transcripts/Y8R3VKpiumY.txt @@ -0,0 +1,3 @@ +# *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3 (Y8R3VKpiumY, 745s) + +it's me name Sony welcome back to another video our video today I mean something pretty special this is the first time I've been I've been working quite a bit on on the hybrid present system and it's the first time I'm going to release some of the actual physics based stuff now I've noticed the frame rates not perfect while recording so hopefully this will work out quite well I don't know how well the physics works on very low frame rates but it should perfectly work fine but what I've done in this video firstly let's have a read-through of the menu and just get the calibration step done and I can explain the rest while we're in game so a little bit of a change on the controllers this thing should detect the correct controllers for what you're using any steamvr based equipment will show vive controllers hopefully they should be aligned correctly but it doesn't matter what you're using it will show vive on that also that out later on don't worry so welcome to the hybrid presents spider in example yeah I called a that just because it's sort of suits the tiny character model that I'm using on in general so just whatever name I came up with basically stand straight press the Menu calibrate the head height arm length will be added in the system later on so I am I'm not actually detecting the arm length as usual touch the ground press the button and you're done like usual stuff grips for shooting the rope and triggers to grip walls why because we are running around as spider Eenie so you can see here I'm a character a full character model this time there's no physics on the body and I am working on the IQ interactions so that the actual body will rotate and stuff a little bit better before I release this this should be released with this video but a few update will be happening to the actual code before I actually put the a game up itself so obviously you can physically run around and stuff and you can see that the elbows actually move a little bit wobbly I'm working a little bit on that but right now I just wanted them quite weak because this is the hybrid present system on the arms only so you can see here the hands completely collide with the wall along with the elbows themselves you can see here pretty closely replicating my tracking as well so you can see when I move my hand across the edge there you can see actually leans over the edge there of course you can grab the walls and climb them because this is a spider-man type thing and I just jumped away from it so you can see here and of course you can actually shoot a webbing as well so let's have a look at that now there's no sounds in this demo although I was going to do that it's taken quite a little bit of time to actually get this thing working but you can see here the way this works is a little bit different to a typical spider-man game so what's happening here is the actual joints for the ropes are actually hitting the hands themselves they actually connected to the hands instead of the body so there's actually physics joints on the ropes connected to the hand which is connected to the arm which is connected to the actual body so you can see here of course when I go close to the actual wall you can see I actually I can hit off the wall like that so let me just get close to the hey you can knock knock on the wall and of course I can use this to actually swing myself around as well there is a little bit of footwork I'm gonna work on that before the release but yeah while you're grabbing the wall it kind of slumps on you can see here it sort of clumps on there and of course you can swing around and stuff so here is actually what's really cool when you use this system as you can see the difference here when you climb really close to a ledge and you put your hand over it and you can see the way that your arm completely folds around the ledge around the edge and then you climb up and of course you stand on top it's really pretty cool the way that interacts it really gives you a sense of presence and that goes for going around the corners as well you can see here the arm completely wraps around and of course you can't just go through like that you can't just go through and grab it from there you have to go around and physically grab it around around the edge like that really makes a difference to the way you move in VR and of course Lila like that and climb over the top and of course you can do that without actually grabbing on so let's have a show of that up we go you can see the elbow does have a little bit of problems sometimes well that's okay you can see here if I put my hand over and then let go I can actually slide down while having my hand over the top and that's sort of how it works quite well and you can see here as well the foot tracking as well another thing that I'm little I'm just working on it's it's off in demo phase right now but you can see it doesn't actually clamp on to the wall until there is a wall there to clamp on to and then he's actually stuck to it and as you drop he sort of releases his feet let's see a little bit more before I go swinging crazy around the world and that's in this little gutter I mistakenly made so just placing the buildings and stuff I actually accidentally made a gap here between the buildings this is not supposed to be here as you can see that's not supposed to be there but it did give me a chance to show off a little bit more so if we climb up there first and now we're going to drop down and instead of actually gripping onto the walls because you can see when I grip it's an instant grab it actually gets me stuck to the wall spider-man style right but when I actually drop down there I'm actually just gonna push my hands out like so and you can see actually slowed me down and that's actually happening because of the physics it's really cool if we drop in like this and then just you can see I actually get slowed down and actually stopped because my hands are pushing on the wall and of course that would be something you'd be able to do without the sort of spider-man like scenario well anyways let's have a run of this I did make a few changes to the actual locomotion system which I shall probably show off here as well and that is that it allows for a proper speed system now depending on the game that I'm making so if we climb up here and show you you can see that when I push the analogue I'm moving a standard very very slow speed less than walking speed natural human being walking speed if I walk properly in in my walk walking swaying system you can see I get that sort of standard human speed of a walk pretty standard pretty standard stuff you can see the animation is pretty much a walk but when I run you can see I get some pretty high speed and I can change that completely to whatever I want and that's just using a simple mathematical power as in the sort of mathematical function for power which allows you to have this sort of much higher speed running while still having a controlled walk speed that's very natural to a human being so it's pretty cool that allows me to completely just sort of make any type of game that I want what just happened there hopefully there's nothing going on on my screen nothing that nothing that I can see anyway let's have a good run through of this quite large ish area that I've just saw made of the randomly shaped buildings that I made I really like this and of course you can just sort of grab two points and pull yourself through the center and see a little bit of problems with the elbows all the time let's do some corner climbing you can see here the feet actually switched between the walls depending on where we're climbing we try and get the camera down quite low because what I see in the F in the actual headset the fov is much higher than what you see on screen and you can see of course I can't just shoot over the top as usual let's go over to those cranes there when after yeah no sound effects yet so that means I'm gonna be making a lot of them myself while I play now there's another thing going on here as well because this is entirely a physics based system I can grab on to physics objects so you can see this here Boulder it's clearly well it's not really a boulder but it's it's a sphere anyway it's clearly a physics object in fact if we grab on to a wall and then grab that yeah you can see my hand is clearly far from my actual physics my tracking hand and you can see it's clearly a physics object but it's more than just that because we can grab onto it and we can stand on it as well as it moves which is really cool because it's entirely a physics based system meaning that everything you do is part of the engine it's part of the standards of physics and general all the soil interactions that you get are completely realistic or somewhat accurate to real-world physics which is really cool anyways that's pretty much all this sort of stuff that I've got for you and of course this demo will be released pretty simple stuff but it gives you a chance to play around with some of the basic systems for the hybrid presence and of course this is just arms with a little bit of problems with the elbows but it's just arms anyway you can see there's still some issues with the wrist action as well I'm gonna sort that out anyway that's just purely a visual thing but yeah for those of you who don't really have any VR to try this out gonna keep making these sort of video is quite long ish just have a go running through and you can see here I can't just push off the floor there or I can just actually grip it and climb over now there's no actual sort of zipline type stuff going on in this system so when I do this and pull that's entirely just me forcing the physics to to sort of pull me forward there's no special system that allows me to actually shoot pull like that I'm just sort of figuring out where is the most appropriate place to actually physically do that of course you can't just use both points to sort of push yourself into an expected direction and that's that's pretty much the whole video really I'm just going to do a little bit more because I really have probably spent quite a few hours testing this not for the sake of testing but mainly for the sake of actual fun so of course you can just shoot that and like climb along the wall now I am using a little bit of analog stick motion while I'm in air it gives you a little bit more control it gives you quite a lot of control actually over moving around while you're on the on the wall there and you can see here you can see the difference when I'm gripping onto things and that's so that's that I think that's pretty much the whole thing going on here so I'll probably wrap this video up if you want to play this go ahead and download it on HD IO thanks very much for watching I'll be releasing a little bit more soon and I've got something else that's not presents based stuff coming up as well which is VR hopefully working on a little bit of multiplayer and get that going on as well so thanks very much for watching and that's the end of this video goodbye [Music] diff --git a/research/sources/nimso-transcripts/YaHLBF3JZ9Q.txt b/research/sources/nimso-transcripts/YaHLBF3JZ9Q.txt new file mode 100644 index 0000000..eecccea --- /dev/null +++ b/research/sources/nimso-transcripts/YaHLBF3JZ9Q.txt @@ -0,0 +1,3 @@ +# WALK-O-MOTION PURE PHYSICS VR - Tech Demo RELEASED (Links in Description) (YaHLBF3JZ9Q, 577s) + +[Music] me noon sunny welcome back to another video today we are back in the VR physics system I've made a bunch of modifications including using this here physics gun that I made for my gmod style physics sandbox project pretty cool usable and totally physics there's a few things I've added because I am going to be releasing this demo as a brilliant way of a testing the physics system now if I did this this hand collision system it's not actually physics colliding but it is quite cool because it has sort of a hand that so touches to the wall as you move it across so it physically stops you can see physically stops against the wall and of course all of this this is from the last video that you saw all of these basic physics things like the swinging rope and all of the other things up there but we're not doing that section today because I've got a few extra new things to mess around with one is some basic tweaks to the rotational system so some basic rotational power tweaks and of course we've got here a solid stick pretty standard stuff easy to pick up easy to mess around with but what we can do with this is quite cool and as you can see with actual physics based objects attached to the character we can literally pull though not very good at doing it but you can get better oh I couldn't make it but yeah pretty much pretty much pulled up so you can do it from the ground you can't hit it down and lift your body unless you jump pretty cool ring and that's that basically but what we've got over on this side mm-hmm yeah very dodgy physics on those things up here couldn't make it one supposed to hold on to those they are super slippy which shows me messing around with this here rotation eke smooth ground system and you can see the player does get attached to the object until it flies off so I was basically standing on that here I've got something you guys all want to do I know I know I know you want to do it that's why I'm releasing this demo I basically built this place for the fact that I was going to release it and it is a pretty nice built entirely in unities prefabs primitive sorry castle and you can see all huge huge thing these things are actually physics chandeliers so you can see I can actually grab on to it swing around on it [Music] and then crap on to the next section and up we are now before I climb the castle which by the way is extremely difficult I'm gonna hop over to here where we've got some very simplified rubbish looking trees but there's something special about these and you can see by the info unfinished ragdoll trees ragdoll trees now that's something you've never heard before these are entirely physics based trees so if I grab on to a branch here let's go far along and you can see the physics are completely wrong because the colliders are the wrong size and you can see I'm actually on a swinging physics tree let's look at it properly you can see it's actually bouncing a little bit let's climb up here I can't see where the collide is actually off so it's very hard to figure out where I'm going to actually grab but yeah now you can see these are actually wobbling about the actual trees so I can sway about and you can see from the shadow that this is actually a swinging tree so this is entirely a physics tree which is pretty cool to be honest if you had like a full Assassin's Creed style movement system where you can actually you know latch to the ground with your feet as well then you'd be able to literally sort of stand on these things nice and easy which you can't do right now and it does move in fact you can't jump too so make it bounce and you can see that the branch does vary slightly bounce so I'm entirely stock running in the tree here and then you can jump over here and now you're on the castle I did this because there's actually a ladder there that gets you right to the top of the castle without you having to do all the climb [Music] and I make it animate and I jump from you yeah there is actually a way to grab onto that but let's do it properly run run run run run run skip the video here probably [Music] rut let's do it Oh already failing right now is the hard way and of course this is the very hard way but we're going to do this way because it's more fun I made I can't believe it and then of course this is all stuff that you'd probably have seen before in climie I can't make that but I'm not going to oh I nearly failed there and then whoo so now we are on one of the castle spires you can see a window right above me so this is all basic stuff you'd be able to see in climbing of course here I've got a bit of a locomotion system that's a bit different but this is not something you'd see in any other game because pretty much everyone else is afraid of Oh nearly lost it there I am very high afraid of motion sickness right this is a physics rope I feel video skips and I'm back here right let's get up here again [Music] in what's gonna add some sound as well for when your hand touches things when you sort of oh I caught it I caught it I caught the rope so you can see here completely a physics rope so this is the stuff that you don't see in any other games because because it's very annoying right [Music] made it made it made it this is getting harder you know where we going oh gosh this poor piece and I just touched the pillows that are next to my bed one two one two one more got it yes really fell off there one two who I failed and then of course you would dive into the hay bale we could take it the easy way which is that way which is not not that much easier or we could take it the very hard way and we could of course called the super easy way which is just climb that physics ladder right to the top this is not a finished building but that's about the end of the video though oh my that is that's a difficult climb see you guys in the next video come goodbye [Music] diff --git a/research/sources/nimso-transcripts/ZCTAEobBEds.txt b/research/sources/nimso-transcripts/ZCTAEobBEds.txt new file mode 100644 index 0000000..1fe281f --- /dev/null +++ b/research/sources/nimso-transcripts/ZCTAEobBEds.txt @@ -0,0 +1,3 @@ +# PROJECT TX - New Menu and Advanced Body Control (ZCTAEobBEds, 1510s) + +[Music] it's me named sony welcome back to project tx uh today's video takes place in the actual menu uh screen uh world that i'm working on for project dx this is not a finished product but it's basically a rebuild of the entire project because i wanted it to be super duper stable and that's why there's a menu here you can see i've sort of been working on the body system ignore all the the copies of me the duplicates over here unfortunately their hands don't move but um other than that everything else is a basic copy of me an exact copy of me and uh yeah so they they basically they're there just to just for me to test actually so yeah they're not actually physical objects they're just they're just copies of the avatar but for now let's switch back to my view here you should be able to see from my view yeah and you'll immediately notice where the torch light is coming from where the big room light is coming from this guy over here this is just a test light for now um there'll be some more advanced looking things soon let's have a look around the area i haven't finished these bubbles actually they're supposed to they're supposed to be glowing a little bit more um this is outside that door will close um the door will close when the menu starts so as soon as you complete the menu settings there uh this door will close and then you will have to get that one open and that will be the menu system to get you into a level yeah i'm going to go a little bit crazy with stuff but yeah these things are really cool looking i i really like this having these uh bubble tubes coming from the walls and stuff um yeah i don't know how how much of a performance impact having glass everywhere will be i'm gonna have to test things properly but you'll notice there's just a few random obstacles this is not a rollable object in fact there's no grabs in right now um it's just it's just a completely rebuilt version of the project but these things are here for a reason in fact i actually had some cubes to crawl through but um right now you're just gonna have to rely on this metal one and the main main test of this was to make sure the body system works now the first thing you'll you'll want to see is actually the current body when it matches my my actual uh real world height and an arm length and everything right so we've got a few settings here you'll have to ignore floor offset floor offset is it's actually an an offset for the vr floor basically my my vr settings are 20 20 centimeters too high 18 centimeters too high well too low uh off the ground so in reality if i touch the ground it's it's actually like 20 centimeters above in my vr space my vr i'm floating in my vr space right so it's just a bit of trouble when i connect only one tracker it that's just me being lazy right so here we go you can have a look at the actual body system it all looks pretty good and you can see when i turn the legs eventually catch up when i turn there we go they catch up now what i've done with the legs in fact is when i turn they don't just immediately start moving towards that rotation in fact as you walk that's when they they catch up so there we go it looked really cool um these three are actually oriented on purpose so this one here is facing me high five a double high five and then you can see here as i place my hand right in front of his face his hand becomes it goes right here right and then we've got the side view guy which is uh just sort of facing that way and then we've got the back view guy who's facing directly away and that's it they're literally always matching those orientations the cool thing is they also match my height so here we go you get to see them as they lift off the ground and here's the cool new stuff which is new but also old i basically rewrote the the body structures so as i crouch now you'll see that the body leans quite a lot and then the legs go a little bit crazy uh because i haven't finished that stuff but when i finished it look really cool but before it looks cool it'll look at least as good as this there we go so we've got an actual crawling system and you can see how it actually feels legit right now and that's because it is legit unfortunately my locomotion system kind of dies at this point so when i'm at this height i can locomote but you'll see i'm gonna keep the analog stick pushed forward right and as soon as i go too low oop there you go i'm actually pushing the analog stick forward what's happened here is my body is leaning on the floor and the locomotion system can't take it right it's it's actually not hitting ground there's no ground detected so instead i kind of have to actually legitimately crawl with my hands i'm actually pulling myself this is something that you've seen in the past in in like a much older video of mine um so there you go now the thing is the actual crawling here as as i mentioned in many of my videos with project tx project tx is all about having a proper body system uh an actual body that performs all the collisions so the actual collisions of the body match this body shape here there's no fake capsule or anything like that that allows me to walk around there is no no fakery going on me moving around is literally the actual collisions of my body which handle collisions in the world so here if i walk into this object here this is me actually colliding by the body and you can see here my arm actually gets hit into the wall but obviously here you can see the wall if i if i put my hand on the wall you can see exactly where it hits the wall you see see how it just about goes there right it's it's it's exact to the body collisions which also means if i crouch here i'm actually getting pushed forward right so there you go it's really really cool and in fact you can you can actually see that from the from the external camera if i just there we go in fact before i do that i'm going to switch on the torch so that i can see where you are i actually didn't put a per but i didn't put a an actual viewer viewing position in the in the game world so i can't actually see where the camera is um i'm just kind of guessing based on this torch light which is is following me so that should be good but there we go you can actually see me walk around on this on this ball it's it's really fun because remember i've also got my locomotion system active which means i actually have to run whenever this thing is moving away uh but there we go really cool it's really fun so let's switch back over to me and we can switch that torch light off actually there we go and we can see move the ball out of the way you can see um what happens with the character model when i switch calibration systems so here we go the first thing you'll you'll have a look at uh is the arm length now this is the actual length between the wrist point and the the end of the shoulder so literally where the arm itself begins these two bones here this bone and this bone right and as i shorten that [Music] there we go i'm going as soon as i let go it'll reset the actual colliders so point and you can see now i've got actual short arms and these are still matching my controllers even though my uh my wristwatch doesn't actually work properly with the system but uh you can see it's it's still matching my controls so there we go right it's still matching the controllers if i can actually get the control thing open but you can see it's actually tiny right tiny arms you can ignore the fact that the wrist scaling doesn't work properly on on these guys these guys are just i just threw them into the scene literally that that's it they're very easy to to match move things between avatars and and the ragdoll system it's very easy for me to match move things that's why i spent a lot of time on that so you can see here the actual collision of the arms are affected right so this is the end of my arm now it's actually very difficult to clamber on things when you're that short-armed but we can of course go the other way around and scale it up now you'll notice that there's a little bit of trouble with my body system it's actually deriving the positions wrongly right so it's not it's not been designed to scale everything else is scaling properly except for the the the feet the end point of the feet and the actual arm calculation the elbow calculation it works pretty fine until about 0.6 so 60 60 centimeters and there we go it works pretty good and you can see i'll never get to a stretch because it's actually longer than my real arm can actually get to if i just hold the the cable on the on the the little wrist strap on the controller you can see it actually gets to a stretch there we go i can swing it on my hand and get it far there we go brilliant um i'll give you a quick glance as to how it looks when i turn it up to full but it's not going to look very nice yeah things get a little bit crazy a little bit spooky a little bit weird and let's let's lower that this is why you you keep your menu systems on your controllers not on your physics although you can do that in certain cases as long as your physics are moving uh in a way that you can guarantee you will be will be correct right so here we go when i lower it to my natural lateral arm length it just about matches perfectly right so it's very very nice but as you can see when i turn it up these extra long arms are actually extra long so you can see here i can actually collide with the ceiling there with the top of this box so there we go i actually have super long arms really awkward weird looking right i'm going a little bit crazy uh so yeah today's video is very a very simple one just me walking about and moving about and testing things however there's also some some body height control right so let's go a little bit lower let's turn the floor off set right down so that i get squished down to the floor and then i can hit calibrate and now it's measured my height right so it's actually calibrated my height with that floor offset taken account of we can turn the arm length down now to about 35 or 33 in this case uh and there we go now i'm a tiny little guy it doesn't affect my movement speed so while i'm tiny i feel like i'm running a little bit faster because obviously i'm running at the same speed but um but moving because i'm small right so there we go and of course the jumps are affected all your movement systems are affected your crawling still works the feet are a little bit off as you can see they don't really like repositioning and you can see i'm actually able to lift myself look at that strength one two three i can do some push-ups there we go brilliant um so there we go and then of course we can turn it right up and hit calibrate and you can see where the feet get a little bit off but there we go it's it's really cool now we'll get we'll get that lanky look oh there we go let me just let me grab on to the end of the cable here and we can have a look [Music] now you can see the feet aren't positioned correctly they're not scaling perfectly i need to do some some better measurements there and and get that working you can see the rest of the body is actually stretching the neck stretches even though there isn't a neck on this model and you can see here i'm still moving at the same speed which means i don't look very i don't look very accurate because the running speed is is is still the same speed as before but i'm much taller and being much taller is really awkward because it means you can literally walk over things right so these are one meter boxes and i'm just walking right over them right this is this is without jumping right look at this this is a two meter box step step and just walk over everything there we go two meter high uh guy i'm i'm very tall right so let's see if i'm 1.6 i'm 1.6 when i'm negative 20 here so we're adding 70 centimeters to my 1.6 so i'm probably about 7 14 so 2.3 2.3 meters right now that's how tall i am because obviously this top surface would be two so that would be here i'll be here and therefore i'm 2.3 meters just 30 centimeters above the top and of course it still works here as well so there we go i have to get real low because remember i've offset the i've offset the ground higher so i can't really get to the zero point um in fact i can actually get to the zero point all i have to do is lower my floor offset now without scaling my player so if i don't press calibrate i'm still set to 2.3 meters as a as a tall guy but now it thinks i'm crouching so there we go really easy i can i can get into a crouch and crawl and get kicked around there we go really cool so let's uh let's get this reset to where it was get it nice and balanced there five one now this is the full arm length uh from from that point to that point as i mentioned before so now you know my measurements there we go so there we go now we're now back to normal and i want to show you a little bit on the collision side it's actually very very very close to perfect now um i don't think i can get it much better than that so basically the thickness of the collider here this is a capsule collider on the hip and the thickness of the capsule collider around the entire thing is exactly uh what was it it's i think 30 centimeters uh no 27 27 centimeters diameter right so half of that for the radius but yeah about 27 or 26 centimeters diameter the problem with that is of course that means it can fit through a 26 centimeter gap completely like perfectly fit it would be like no gap at all anything larger than that you should be able to get through if you were crawling and perfectly perfectly smoothly sliding through like a snail or like a slug technically a snail wouldn't be able to fit like that it wouldn't squirm through right now it doesn't matter anyways the point being maya correct the correct site it's correct size the point being these gaps down here let's let's get some uh torch light on so these gaps down here are actually measured correctly so here we've got a 50 centimeter gap here we've got a 40 centimeter gap here we've got a 30 centimeter gap as you know i'm my the thickness of my hip is 27 centimeters the diameter which means fitting through that gap well 26 centimeters fitting through that gap i have four oh i can't i can't close my thumb but four there we go four uh four centimeters of leeway to fit through that gap so let's see how easy it looks for me to crawl around through these kind of places so switch the camera on first there we go you should be able to see me hello oh i'm looking a little bit off right so there we go now you can see that as i go into a crawl it should be and my legs are probably not even not even needing to crawl properly here it should be nice and easy right so there we go nice and easy hello nice and easy but of course we can get through this second gap it's a little bit difficult but there we go not so bad here perfect i got through the thing is when i go into this gap in fact i'm going to move the camera to that side and we'll see just how close this gap is so there we go we'll switch over to me and then i'm going to lower this camera right here oh wait hold on there we go you should be able to see me from below yeah that's that looks really cool so here we go i'm gonna go around the corner and i'm gonna try and get through this 30 centimeter gap now yeah i have to position myself in reality as well so i'm actually needing to move my head sideways right leaning my head to the side but i have got into the gap right now i don't know whether you can see me yeah and yeah you can see my arms are probably hitting the ground quite well oh i accidentally pulled the rotation there so basically what i'm doing i'm holding the the right analog stick down to get into crouch and then okay that was that was claustrophobic and difficult but but there we go right i got through that gap it looks even cooler when i come through this other gap um in fact let me let me get you to a standing position there we go and i'll i'll give you a first person view of it in a moment as well now there is a little bit of weirdness going on with the feet because they actually lift up they lift up like this even while the the body isn't supposed to really be lifting them and we'll see something cool as a result of that in a moment but there we go if i come right back through hello there you go it looks really cool now there's something really cool as a result of that which is that so you'll have to ignore the feet for now they're supposed to kind of lean back first and then as your hip goes over the gap then they'll kick out and crawl through but uh for now it's it's just i just completely forgot to do that that's all right so there we go you can of course jump up and jump back down but there's something really cool about that if you want if you imagine when you're moving around in vr i'll switch it to my position here when you're moving around in vr there is no body tracking at all so one of the things that we have to do to derive where the hip and the body is is just basic on the the head and neck structure now that is of course a problem because if i walk to the edge here you can see i can get a little bit of a look over the edge but as i move you can see my body is trying to step over what i've noticed is thanks to my crawling system if i lower my body obviously the hip kicks out a bit to the back but that also kicks out further as i lower my body further so let's have a look at this from the side [Music] so here we go as i step here if i step forward with my with my real world uh body you can see i just about move right over the edge right so it just thinks i'm i'm walking but if i crouch i get a little bit of more of difference there and the hip kicks out a little bit more and then if i lower my body you can see i get a lot of leaning look at this i get so much leaning out and then of course if i lift my body i just immediately drop down brilliant it's absolutely brilliant so let's have a look now from first person view and we'll have us we'll have a look and see uh at this uh at this gap and how it looks when you're when you're in first person so here we go this is the gap and uh nice and easy right and then of course there's this gap no this is where things get really awkward because i kind of have to lift my head underneath it right and then you can probably even hear me sort of struggling in reality here because i kind of have to be close to the ground in reality as well as holding my analog stick down to crouch oh there we go roll roll bro and through yeah you do not want to get stuck there because things get a little bit awkward um you can stand up in reality when you're under there obviously i don't have any magic yet and i'm not gonna hold you down and crush you under the random object in reality um but what happens when you stand up is it it still holds the body most of the most of the vr tracking is held down but there's is there's still a little bit of an offset which is something i'm going to fix very very soon so let me show you that uh here we go if i kind of crawl into this cap here and then stand up you can see there we go a little bit of a gap i can see i can see right above my head but this is the maximum i can get i can't go any higher than this and it's just just because of the strength of the actual joint there and uh there you go that's that's everything i wanted to show you uh you can see that the the place is looking quite nice and i've got plenty to do i've got some cool cool stuff to do in this area we'll go through this pipe nice and easy here right now there we go nice and easy and that's most likely the size of a gap that's actually 40 centimeter gap and that's probably the maximum size that i'm going to go with minimum size i'm going to go with for the game i don't want to go crazy in terms of the main game and then my body system needs to be able to support absolute like the most extreme scenarios but but there we go it is what it is hope you like the the actual world itself i should probably mention this is the this is the new logo for project tx hope you like that design it's uh it's really cool i still haven't mentioned where the name came from i will probably talk about that very soon uh it's a very dumb it's a dumb reason that i came up to this this name and you'll you'll understand it's something to do with project names um but uh yeah there we go so that's that's project tx as it stands this is the new body system and it's it's uh it's really really capable it's really cool let's have a quick run through the the world and there we go it's nice and natural when i run as well you can see here it really looks pretty cool obviously it looks a little bit off from the side view but for the most part it looks really cool and i'm running when i'm walking very very nice body systems looking really really good and the smoothness of the movement is is just perfect now i think i think it's pretty much perfect there's still a few glitches that happen with the grounding but beyond that it does what i wanted it to do from the very beginning and uh yeah it's finally finally ready to be usable right it's it's stable it's steady it doesn't break when you teleport it doesn't break it like it doesn't break other than you know the official obvious offset problems it doesn't actually like shatter into pieces and crush the engine like it normally does for me which i never show you by the way because uh that's that's just dumb right so there's all those little bits bits and bats that you don't see and all of that is cleared up and that's the hard part to show because i can't explain i i can't really show you that but anyways thanks very much for watching i'll probably see you in the next one um let me just get the camera there we go you should be able to see me so uh say you turn around bye yeah wonderful oh oh oh no was i talking that whole time from one point of view oh geez gee scoob right um well hopefully i'll have a look at the video anyways um uh i really need to sort that problem out uh thanks anyways thanks very much for watching i'll see you in the next one this was this was a very weird video bye [Music] you diff --git a/research/sources/nimso-transcripts/_ByrqrCSh2w.txt b/research/sources/nimso-transcripts/_ByrqrCSh2w.txt new file mode 100644 index 0000000..3ad6fa1 --- /dev/null +++ b/research/sources/nimso-transcripts/_ByrqrCSh2w.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Next-Gen Physics NPCs get EVEN BETTER! (_ByrqrCSh2w, 1675s) + +[Music] It's me, M. So, welcome back to another VR video. Today, we are back in Project EX and we're back in VR. Finally, we get to actually see the game from my view or from your view, in fact. Um, yes. So, I'm continuing the talk about uh about NPCs and physics-based this, that, and the other and nonsense and blah blah blah. Here we go. We have the dude walking around. Here we have the NPC uh waddling as he wishes. He goes wherever he wants to. He's in wonder mode. I shall probably zoom you out a little bit there. That'll be easier to see uh this dude waddling about. But primarily a few things that I have to talk about beforehand. Um there he is. He's just walking around. Um in the previous video I mentioned that uh there were some advanced things going on under the hood. It was kind of a multiple state machine thing going on wherein the character would uh handle all of these actions. So right now he's got an idle action and then he's got a walk to action when he decides to There we go. He's got a walk to action. He'll handle all of his actions separately to the decision making. The decision-m is handled by the goal system. So currently he's in a goal state called wonder and all he's doing is wandering around, right? Uh but that in itself is still not complicated enough for the kind of decision making that you kind of want him to do because yeah sure he's going to wonder but other characters should be able to wonder as well and their responses to seeing me for example should probably be different depending on um dep depending on their overall role. So what I added of course was something that I call a role. Now currently this character's role is just basically you know civilian you know wanderer. Now as part of that role his uh movement system is not simply wandering around. He will also walk towards the player if he sees the player. Right now he's not seeing the player because I have my uh self set as a civilian. So, what the other thing to add to mention here, um, he has an underlying sort of friend detection system going on. Why does he keep wanting to look down? I don't know why he wants to keep looking down. Uh, but yeah, he should look around. Um, he's got an underlying friend detection system, which of course is based on something that I call a team. Now, I have my own team. This the player team is just the player, right? And then the character can be in civilian team or guard team. currently a god being, you know, the kind of typical security guard, enemy type. Um, right now he's just civilian mode, so he's just waddling around uh doing whatever he wants. So, if I were to switch my team to civilian, uh, not civilian, I'm currently set as civilian. So, here we go. I'll switch my team so that I am now player. So, now he had already seen me. So, he knows that I'm there. So, he turned around to check where I was, and now he's just going to follow me. Here we go. Uh, wherever I go, he shall follow. And you'll probably want to zoom out once more. Boink. Wherever I go, he shall follow. Now, here comes the nice part. Um, the cool stuff, the stuff that people have been waiting for. Uh, a lot of people asked the question, uh, can he run? This is a this is a standard question being asked when it comes to uh physics-based NPCs, right? Uh can they run? Well, if I just simply run away from him, we'll be able to see that he can actually run. He shall try and follow me. Come, come, come, come, come. Look at him. He's running. Actually, it's even better than this. Right now, I just have him kind of follow with the run. But I have another role for him as well. I have another uh state for him which tests this quite well and that's actually the patrol state. So this is this is the one that allows him to actually patrol an area. Right now he has wonder set and then if he were to uh patrol an area if he was a security guard um then this is what he would do, right? So here we go. I'm going to switch to NPC. Well um in fact I might switch to my camera here. Yep. You should be able to see from my view. Hello. There we go. Now he's looking at me, but we can ignore that. Let's have a look. Here we go. NPC. I'm going to set his patrol setting to zero, and that will make him switch to a patrol route. So, now he's just going to waddle around. He's going to follow this path. He'll go over to here, and then he'll walk up here. And you can see no trouble with ramps. He'll turn over here. Now, I do want to smooth out the way that they handle patrol routes, but right now he's simply just going to follow the patrol route. He does use the um pathing as well. So, if the patrol route goes through a wall, he will find his way around the wall first. Uh the other thing, of course, he's going to probably not see the tire and then he'll stumble. And he managed to survive. He's perfectly fine. There we go. He'll follow the route. He'll walk down this ramp and then he'll come around here through the maze and waddle past here. Yep. He doesn't care about this little gap here. He'll waddle over there and he'll walk around and then he'll walk over there and oh, missed. He'll walk up the ramp and then he'll walk back to the starting position. Right now, here's the cool part. I can switch him to patrol with different speeds. And there's another thing going on as well. First thing you'll see is him trying to run. Boink. So now he's going to try and run the entire way. The problem with that, of course, when he comes to a ramp, he's going to try and run and he'll stumble and then he's going to try and run down the stairs. And of course, we all know what's going to happen. We all know what happens there when he tries to run down the stairs or run up the stairs. He's always stumbling. He's stumbling around. He falls over. If I place the tire in the way, of course, it's even more fun because then he will stumble and fall over the tire usually. There we go. He's just going to try and run. He does slow down whenever he's reaching a corner. But there we go. And and what the crazy thing is if I try and follow him, you can see he's actually almost as in fact, he's fast. Oh, sorry. I pushed you over. Sorry. Sorry. He's You can see he's actually just as fast as I am, which is cool. Let me show you this from the outside here. Um, there we go. You are in zoomed out mode. So, there we go. And he's going to fall. There we go. Come on. Follow me. Follow me. Follow. Follow. He's trying to run. He's going to Oh, let's see him. Oh, he missed. He must have missed. Ah, he's a cheater. He is right. Hey, wait for me. Wait for me. [Music] Yeah, I'm going to cheat as well now. No, stop. Ah, you can't stop him. Okay, run, run, run, run, run. As you can see, he's actually as fast as I am, right? So, this is not usual for a character that's a full physics ragdoll, especially one that can fall over and stumble. And here's the best bit, of course. I can make them stumble. I can make them fall over by just grabbing the legs and sweeping. And man, do I love doing that. You can't beat me, mate. Right. But of course, as we can see, there's a problem, right? He shouldn't have trouble stumbling over stairs and this and that. And he still missed the tire. He still missed the tire. There we go. You stay there. I just I want him to fall over the tire. Oh, it's so much fun. Right. Okay. [Music] Well, oh, see, just trying to throw him over is not that easy. Uh, but there we go. Anyways, so before he does that, I'm going to quickly switch him to mode two. Now, mode two means what he's going to do is he's going to have a bit of trouble on this staircase. But there we go. He's actually going to consider now the step height of everything that he's walking on. And he'll slow down when it comes to something that has a bit of height. So, there we go. He'll try and run here. And then for the stairs, he'll stop. He'll slow down. Oh, and he'll have a bit of trouble. Come here. Come here. Come here, dude. Having trouble. You're so silly. Get up and don't fall over. He's going to fall over there. There. Okay, there we go. He slowed down and now he's not going to fall over the stairs. You see, he's actually trying and he's going to fall over that. Oh, yes. I got him. Huh? I got you, Embbecile. Right, there we go. So, now he's actually thinking about the way that he handles the ground. And it helps because he will actually fall over if the ground is unstable or if things push him over, right? It just makes perfect sense. Why would you want a system where the character just gets set into a mode where they magically can handle the ground better, right? Uh it shouldn't be like that. Instead, the character is actually thinking about how he makes the decisions and then those decisions affect whether he's going to fall or not based on the physics system, right? It's it's there's no no nonsense going on here. It's just There we go. He slowed down and he can handle it perfectly. Beautiful. Absolutely beautiful. Now, let's switch him to something a little different. So, here we So, if I switch him back to a wanderer mode, he will stop and he'll make his way back down here. Come on, make your way back. Oh. Oh. Oh, he uh he isn't using pathing for wanderer mode. He's he just kind of wanderers around in this area. Oh, hello. Yes, I am the player. Oh, I forgot. He's just going to follow me now. He's going to follow me now. But there we go. We get to also see Oh, it's so fun. He will trip over. But as you can see, if you kind kind of try and push him over, it's not so [Music] easy. Come on. Come on. Go. There we go. Now, let's have a look a little bit at the actual combat basics. Right now, we're not I'm not actually building the combat system yet. Uh this is just the basic concepts and constructs of actual combat. First off, of course, there is uh a response that's going on. Uh you'll have to ignore his legs kind of stuttering there. Uh we're going to need you to zoom in a little bit. In fact, how about you just switch to me, right? Uh you can see a little bit of response when I punch him. There we go. And you can see he he responds a little bit. Now, there's actually a fatigue system going on under the hood. This is uh part and parcel of all of the combat and health systems. There's a lot more going on than that. Um, let's have a switch over to the health bars here. So, you can see the blue health bar and the green health bar. This is somewhat reminiscent of something you'll see in, I don't know, The Elder Scrolls. You've got a fatigue bar at the bottom and a health bar at the top. The health bar, you can ignore it. Doesn't do anything right now. The fatigue bar is important because as you can see it actually gets affected by a punch. It's not really a fatigue bar in terms of how much your muscles are being used but more a matter of uh a matter of uh how much energy you have uh based on how much you've been hit. Um it's more of a stumble bar if anything. Come on. Come, come here. Oh. Uh, effectively it weakens him up slightly um while he gets kind of knocked around. So, it's it's really cool because actually it affects things beyond [Music] just So, now you can see his fatigue bar is actually quite low. Um, oh well, there we go. Oh my god, this is tiring. Let's switch him over to combat. Um, and all we have to do to do that is give him the role of god. Right. So, here's where things get really cool. He is in combat mode. He's kind of in a combat pose. It's not brilliant, but uh, but there we go. Switch you to camera mode. Have a look from the outside. Right. So, there we go. Now, here's the cool stuff. Right. So, right now, he's just going to be defensive. He doesn't actually have a block. Even though I did add a blocking pause, I've kind of removed that for now. One thing that he's actually figuring out is is the person that I'm that's my enemy attacking. Right. So, here we go. Watch from the side. As I lift my hand, I place it out and you can see he's actually stepped back. Right. I can reach his face right here. I can reach his face just about, right? But if I swing, he actually dodges, right? Which is really cool. So there we go. I actually have to step forward to get him in a in a punch there. Yeah, there we go. We knocked him out. So now when he tries to get up, he just can't because uh because his fatigue bar was low, but it recharges really really fast, right? But uh but there we go. Boom. Yeah. Come here you. There we go. You right. So that's one of the things you can do. Oh man, it's it's all about just and you can see he actually dodges my my attacks as well a little bit. So here if I if I swing from the left I swing from the right, he actually leans away from the attack which is really cool right here. Come follow me. Come here. There we go. We'll get a tire and I knocked him out. You're stumbling now. You'll have to ap uh you'll have to uh you'll have to apologize. Yeah, that's that's how how it was supposed to go. Um, you'll have to excuse the structure of today's video. It's more just me showing off uh the the sort of stable stability of these uh of these NPCs. Let me push you over the All right. Okay. Okay. Come here. Come here. There we go. And of course, the cool stuff is if he tries to get up, I can keep him down, right? He can't get up. I can I can keep him down. Oh, how dare you. If he tries to get up right now. Yeah, he's going to he's going to Oh, he managed to. Well, well, well. Go on. Try and get up. Try and get up. You can't do it. Right. And and it's just it's it's so much better than than you might expect. Uh we take a broom for example here. Now that fatigue hit is actually dependent on the the strength of the the thing hitting as well. So of course it depends on that completely zeroed out his fatigue bar, right? It also Oh, the broom stayed alive. Nice. And that gave him a knockout as well. Right. So, of course, it depends on the actual weight of the object and the type of object and the the material that you're hitting with. There we go. Uh, so yeah, here we go. Wooden bat here. Oh, he's really struggling. Come here. You keep hitting your head on the wall. That's so silly. Come here. Right. Okay. So, if we move the camera out here, in fact, if we zoom it in, you can see here a nice quick knock with a bat on the head. And of course, it depends on what zone on the body I hit as well. So, of course, if I just hit his arm, if I just hit his arm, it's not as painful for him, but if I hit him in the head, it just knocks him out. And of course, we've we've got uh something like a sledgehammer here, which is much more fun because Hello, dude. Uh stop standing in front of the camera, dude. The sledgehammer is always more fun because it's so heavy and it's metal, which [Laughter] means and you can see that his bones have kind of weakened up a little bit while his bar has lowered. Right. So, he's still Oh, there we go. He's trying to get up and he's stumbling around. He's he's really really weak right now. But that bar will charge up over time while he's uh while he's getting up. And of course, we can do this. This is all physics based. It's not like I'm I'm I've not programmed tripping over or anything like that, right? It's just it just works. Oh, it's so freaking beautiful. I love this, man. Yeah. Get out of the way, camera. There we go. Beautiful, man. It's so fun throwing this dude about, right? Come here. So, of course, we can do other things like uh we can trip him over with with the rope. Come on. There we go. Right. which is really it's a lot more fun when you uh switch him out of um so there we go. Oh, I am I am player mode as well. Uh let me just move the camera a little bit out so that it's not in the way all the time. He's trying to get up. He's trying to get up right now. And you can see he's just he's just not able to roll over you. Come here. Roll over. And you can see his arms are really weak. His legs are really weak. And now, okay, if I keep that bar zeroed out, his legs are just really weak. He just can't get up. There we go. You can actually see as the energy charges up. And then of course if I just fire at the leg there. Right. And then what the fun part is when he starts to walk. Oh, I love messing around with these guys. Come here. Right. It's a lot more fun, of course, when we switch over to the Master Chief. Get up. Yeah. You want to run towards me? Come here. Ah, you can't do anything. Right. So, there we go. Here we go. We've got a dude. And of course, as I move him around, he tries to struggle. Right. So, he looks like he's got quite a lot of strength. He's clearly able to actually animate and stuff like that. Right. All perfectly fine until I start smashing him around like I'm Hulk. Come here. And now you can see he's kind of all limped out. He's limped out because he's now much weaker. Right. Ah, there we go. Limped out. Where did he go? I love messing around with this dude. There we go. Right. Well, anyways, let's get him onto running mode. Let's get him running. Roll. Uh, no, not guard. There we go. Patrol. Off he goes. He's going to run to his next uh next waypoint. And now for the fun part. Let's mess around with him. Come on. Come on. I got you. Right. So, here's the fun part. We just watch as he he's stuck now. Cuz obviously now this thing is stuck behind the wall. The ropes don't uh don't have proper physics, so they don't work very well. And uh and as such, he's just going to keep trying to get up. He's going to try to run that way. And he just can't do it. He just can't do it. Having trouble there, mate. [Music] Huh? Oh, if you're wondering why the blue uh marks, these are just they're just the blood marks right now. It's It's very simple. Okay. Okay. I'll help you out. There we go. Now, he's going to try and run along. Run along, mate. Run along, little doggy. Run along. And off he goes. And he's going to get stuck again. Oh no, he's not. He's going to start running. A little bit of stumbling. He'll probably stumble a bit more because that controller is there. Come here. Bring that here. Stop it. Oh, I am NPC wrangling right now. Oh, it's so fun. It's so fun. Oh, it's absurd. There we go. Okay, I'm sorry. I'm just having a lot of fun today. It's It's one of those days. It's just one of those days. Uh so you can see now that the NPC is a lot more advanced than you might think. Come on, wrangle him. He's just He's a lot more advanced than you might think, right? Uh he's there. He's twizzling around right now trying to figure out where's he gone. Oh, he's walked downstairs. He chose to walk down the green stairs today. Grab him. Grab him. Come down [Music] here. Where's he going? Come back here. You have to put the tire on. There we go. Oh, he got out. How dare you get out? here. Anyways, so so that's that. Um that's the NPCs, right? You can see they're much more stable than you might imagine. They can run. They can move a lot more. Uh the combat is going to be a lot more advanced than you might think. It's it's it's really really capable of actually doing things. He's capable of pausing properly and animating. I've got some advanced things going on under the hood. I've got I've got some advanced things going on under the hood that allows him to do all of the lookouts and stuff like that. And of course, it it changes the body pausing. So that means when it comes to things like blocking, he'll actually target where your attacking position actually is. Uh, which is how he's he's determining when I'm when I'm punching to his to his left, he actually tilts over to the other side to the right. And when I punch to his right, he tilts over to the left. He's actually being able to do that because there are advanced things going on under the hood for for controlling his whole pausing structure. He's more than just a a pinned place puppet. This is all driven muscle system, and it's just absolutely brilliant. allows him to actually maneuver the way that you would expect, the way that a character should maneuver. Anyways, I think I'm going on about stuff that it's it's not available yet. Oh, I've got much more to show very soon. Right now, I see him run past there. Hey, come back here. Come back here and say bye to people. Yes. Stay. Stay. Stay. Stay. Say bye to the video camera. Anyways, thanks very much for watching everybody. Sorry this one's been a bit of a ramble, but I hope you've had a little bit of fun viewing NPCs as they should be, not as physics in VR always portrays them. So, uh, that's this video. Thanks very much for watching. I will see you in the next one, and so will NPC dude number one. Thanks very much for watching. I'll see you in the next one in Project EX videos. Bye-bye. 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(The VR) + CqE9MPivVa0 344 Half Life : Alyx - Review Part 1 (The Good) + fwKaD3Qb7Xk 670 360 Chicken - PHYSICS UPDATE - The Ragdoll Chicken is back! + HZ2nG9E-vog 591 Sonic 2 VR - Complete Emerald Hill Zone Reimagining (Fan Game) + oxouU2GYDtg 667 What a 3rd Person VR Super Mario 64 remaster would feel like! + TdFni0DjqN0 675 SLAYR - Some older physics work + rY0O4IqmB8g 513 PROJECT TX - Wing-Chun in VR - The need for physics arms! + mBagYX7oKMw 1271 PLAYING MY VR DEMOS - Spideriini - SMBVR - SonicVR - W-o-M Physics + LhbmofaHkIk 416 Project TX Rewrite - Super Stable VR Ragdoll Body! + IunRs2U1n1A 566 Project TX - Strength Manipulation - The "Crysis" Mode + PSOV2vX5MrM 430 Half Life: Alyx - Do we need arms? - Made in ProjectTX + B_Hn21W72Qg 363 ProjectTX Demo, Half Life is back, BIG NEWS - NIMSO IS MOVING! + QqtkI9TwMTc 288 LITERALLY AXING Old Sonic Movie Design - Welcome New Sonic Movie Design! + BiG603n0XaI 571 360 Chicken - NEW TRICKS - That Ragdoll Chicken Skateboarding Game! + MTNxsTR4X7U 1107 Unity VR Tutorial p2 - Oculus OVR Inputs + sNgAX0hws7Y 1147 Unity VR Tutorial - Basics of Oculus OVR Tracking - WITHOUT PREFABS - + uKn6cTD6DPU 54 TIINY MATRIX - Guns, Lots of Guns! - (Realtime/Unity - No RTX) + L9E8NIdVf7Y 530 ProjectTX - Trespasser 1998 - The Original PRESENCE System! + 9IDhcrzJtY4 612 ProjectTX - IK-Less Control, WHY and HOW I'm not using IK! + dEl1M2UK2Is 699 Project TX - Next Gen VR Presence System is the future! + us8NAyUzkw8 102 -aQuickVid- Hybrid Presence VR Physics makes dancing more fun! + Ah9sDKwfpZw 630 CrossPlatform support solved - Hybrid Presence with Index! + Y8R3VKpiumY 745 *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3 + _jPfasWzUpU 582 Hybrid Garden Sample - An experiment in ACCESSIBILITY LOCOMOTION + RTUJ2JzZnT0 627 Hybrid Presence Sample 2 - Just Locomotion - The Garden Sample + DMn0P3K85jE 957 rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR + 3Ayg5VKOI0Y 475 The origin of my VR Physics Systems + Play Mario 64 with a Pen Lid! + CWDKL-jNHbU 437 Physically Accurate VR Ironman Simulation - Unconstrained Physics! - Motion Sickness Warning + PdbIHN9wWV0 120 How Banjo-Kazooie were added to Smash - Behind the Scenes - Tiiny Animation + rk7GC1It7w0 678 HYBRID Presence System - It's not Boneworks, but it's pretty cool! + hka5iKQfOUc 604 Tubby Simple Cat - The TUBBY SUPER CAT DEMO! - *Download* + wsTOteCabWo 1161 Fixing Sonic Movie CAN IT BE DONE? Let me explain the Graphical process! + 1bDwO96Pg-o 533 BETTER IK FOR VR + Automatic Player Height Calibration! + PVUzWI0icFM 290 GTA 5 - The Unintentional Mod + 2mYbBXK7AK8 577 Unity Tutorials - Understanding ORDER - Working in 2 Time Steps + Fg7fPRWe8Bw 534 VR Hand Physics, but it's a Seated VR Experience! + 4ki_ngP5vwc 950 Unity Tutorials - Understanding TIME - FixedUpdate and DeltaTime + waOd9Ty7D34 412 Skateboards, Chickens and Kickstarters! + KikggXgqR04 636 RIFT S - A divergence from the VR pathway - why I'm not keen! + RVYF2dChsgQ 319 SMBVR - Updated to Hybrid Locomotion and a few fixes! + yEi-dQfkqDs 395 SONIC 2 VR (Fan Game) - Test Zone Demo - RELEASE - + Kh678PsP-5Y 531 HYBRID SteamVR Update + Sneak Peek at FUTURE VR PRESENCE + dhTpDjtN930 1455 HYBRID Test Chamber - VR Locomotion Tech Demo - RELEASED - + e9E0eev5zA0 335 What a game like Halo could be in VR! - HYBRID Locomotion + 9DzzrAoc4so 709 HYBRID LOCOMOTION - My best VR Locomotion + Upgraded Physics Weapons + 7ePnEPVwlqQ 1050 Sonic Adventure 2 Chao Garden in VR - Sonic 2 VR Fan Project Update + -4vV4b6IdS4 335 -Strong Opinions Ahead- Evidence* that BOOST is the WORST thing that ever happened to Sonic! + dba7S-mOiVI 500 Sonic Adventure 2 Physics - EMERALD HILL ZONE Reimagined - Plus Spindash + 1JfoceqmNJU 590 Remaking SONIC ADVENTURE 2 Physics for VR! + nArwDeA2Ko4 623 Unity - Stabilising Fixed Joint Logic - Compound Rigidbodys + GQcrhK6AcjY 971 Super Mario 64 but it's not Super Mario 64 - A study of the classic + FgpUgRraAfA 919 TiiNY SANDBOX - Active Ragdoll Physics Sandbox *Download* + 8kkeh1RQfUo 607 TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity + 9LvCCqoJRSs 621 TUBBY SUPER CAT - Mario Odyssey style Platformer - Swimming Update! + l4Uxdhe2cR4 400 Basic Ski Physics in VR - Fun infinite skiing made in 1 day! + nCKVPG4VZFY 580 Odyssey Experience 64 - Super Mario 64 Interior Remake Mod! + 3QBGYE950Jc 642 Super Mario 64 Mod Castle Grounds Revamped - Odyssey Experience 64 *DOWNLOAD IN DESCRIPTION* + JGJHBb_PqVo 575 If I made a SUPER MARIO 64 Remake - Testing models in Tubby Super Cat + 7iXGr17jhmM 503 Mario TRICKSHOTS in VR with CAPPY - Odyssey Experience VR, hitting Goombas, catching coins + nfUb7HWbj9U 400 Active Ragdoll VR Improvements and Sword Physics update! + V5w-HQ1BUVI 246 Mario's CAPPY MECHANICS - A simple update to Odyssey Experience VR + SwQFkzBIczY 463 I FINALLY DID IT - Accurately Tracked Pure Active Ragdoll in VR + Sword Physics + AsEDnES7HSU 1154 Lets Game - Torin's Passage - A Classic Sierra Game + 0XyyDQSAtrQ 909 Lets Game - Clone Drone in the Danger Zone! - #2 + iplqTKjhJdQ 353 Lets Game - Sonic Utopia - The Greatest 3D Sonic The Hedgehog Game + 7CUS_REnMEA 830 Lets Game - Clone Drone in the Danger Zone! + Ov1CUo4Y4YM 334 SLAYR - Fixing Lower body animations for VR including Jumping! + hzShV7qqbAE 368 SLAYR - Realistic Upper Body IK for VR + Walk-O-Motion Hybrid Locomotion + Physics Tweaks + YaHLBF3JZ9Q 577 WALK-O-MOTION PURE PHYSICS VR - Tech Demo RELEASED (Links in Description) + 7I3Jb7bqW1A 603 Ready Player One got me back in to VR Physics - Stabilised VR Physics - Walk-O-Motion + 7WID5bowSPI 459 Runtime Importing Compound Colliders - ReMod - GMOD +VR - Unity3D + 4cuj-GeVFYg 83 A Tiny Little Networking Test + ZfFc6SdUf4o 839 MARIO KART and FORTNITE - TiNy Battle Bros Royale - BIG Update + ueD0eteP6Mo 843 JUMPING and Camera Correction - Moving in Unity - Intermediate Tutorial Part 8 + sXffdQ0dKs8 518 SUPER MARIO + FORTNITE + TABG - A TiNy Battle Royale game - Upgraded Inventory! + njZ9-IOO948 603 TINY SHOOTER PLATFORMER Thing! + J8aEomHPpfM 388 SUPER MARIO + TINY OPENWORLD = Platformer??? + ySaSe4D7t8k 744 VR SURVIVAL using PHYSICS, and PARA-GLIDING! - Re-Mod - Walk-O-Motion + HoiVE1pRKf4 439 FIXING GRAVITY - Moving in Unity - Intermediate Tutorial Part 7B + BCQUW1or3xM 626 Odyssey Experience - THROWING MARIO's CAPPY IN VR and Swimming about! + WjOvADXYLg8 735 GRAVITY - Moving in Unity - Intermediate Tutorial Part 7A + 9txz2t9fZfw 89 The Super Mario 64 Intro - using my remastered Castle! + LpRA6W3QEsQ 429 A Chicken from the Past - 360 CHICKEN - (LINKS IN DESCRIPTION) A little mention of a fun game! + 7HZqcUj2q4Q 634 HALO Inspired VR, BLACK PANTHER Style Visuals - SLAYR - Walk-O-Motion + hnktOL1Idw0 396 VR PHYSICS based ARCADE! - Re-Mod - Walk-O-Motion + xdGTPTPbtE4 474 Tweaking Nicer Movement - Moving in Unity - Intermediate Tutorial Part 6B + 2QmEgUSshd8 524 Better Simple Camera Movement - Moving in Unity - Intermediate Tutorial Part 6A + GF15nCiAMNE 455 HALO Hang'Em'High in VR - SLAYR - Better Weapon Mechanics, Physics, Walk-O-Motion + aC7ESNSRY2A 491 VR Hand Physics - Physics Swimming - JENGA WITH GUNS! + ohi5u2D3bM0 1072 NOTHING to MOVING in 17 minutes - Moving in Unity - Finally Moving - Intermediate Tutorial Part 5B + BLogs2gAQjw 414 CUBE to CUBES - Moving in Unity - A Simple Character - Intermediate Tutorial Part 5A + igm4b0N_oBo 502 MAX PAYNE + HALO + VR - SLAYR - My Halo inspired Shooter! + cSzUUit11QA 388 PURE PHYSICS GUNS in VR w/Walk-O-Motion! + vOBowFNR3HI 518 WHY PHYSICS WHY NOT? - Moving in Unity - Physics in Unity - Intermediate Tutorial Series Part 4 + qsGKdD6dLvo 292 MARIO climbs TREES in VR - with Walk-O-Motion - Odyssey Experience VR Tech Demo + ORD7gsuLivE 616 MOVE THE RIGHT WAY! - Moving in Unity - Camera Relative Inputs - Intermediate Tutorial Series Part 3 + 5J-53Eo84YM 320 Forget Odyssey VR MARIO BROS VR UPDATED - Break Blocks with your Hands! (Links in Description, FREE) + FUvIWBQ3gMk 693 CUBE BE MOVING NOW! - Moving in Unity - Input Vectors - Intermediate Tutorial Series Part 2 + zXv7P6avhHM 587 MAKE ONE OF YOUR OWN! - Moving in Unity - Inputs - Intermediate Tutorial Series Part 1 + fmKsA4ZyQm8 454 TUBBY SUPER CAT - Mario Odyssey Style Platformer! - New Jump Mechanics, New Enemies, New Items! + rLju_dZZNU4 187 MARIO KARTING in VR - Odyssey Experience Tech Demo + CJcmZzIF1gU 375 MARIO WALL JUMPS and DIVES in VR - with Walk-O-Motion - Odyssey VR Tech Demo + 1fro4uxknuM 261 MARIO MOVES in VR! - Front Flips, Back Flips, Long Jumps - Walk-O-Motion - Odyssey VR Tech Demo + cbVK95e897U 339 HALO INSPIRED VR - w/Walk-O-Motion - A bit of crazy AI for fun! + SwQozihB2fc 420 - HALO VR? - w/ Walk-O-Motion Locomotion - New Map! + 0RAfvoik0oY 48 A Heads Up on the Heads Up Displays! (Walk-O-Motion VR Halo-themed game) + AkwXKU_LrfY 348 - HALO VR - w/ Walk-O-Motion Locomotion - No Longer Halo, but still Awesome! + LRZWbKSnFJQ 683 Differences between VR Controllers + MEMORIES IN VR! (Warning - Opinions ahead!) + 7mP3IWzeXLc 394 GOOMBAS AND GRABBING GOLD COINS IN VR! - Odyssey VR Update + siplVf7W8Ck 356 PAPER MARIO'S HOUSE IN VR! - Odyssey VR Update + EuFWbNfmEqI 312 MARIO VR WITH ODYSSEY IN THE TITLE! - Update - New Voice, Triple Jumps, Trees, More GRASS! + 2hm3AcimoAo 292 MARIO ODYSSEY CASTLE in VR! - Walkthrough - Custom Built from scratch by me! + HNqy6-T9hSw 354 ReMod Sandbox - GMOD in VR - Spidey style Rope Swinging! - Walk-O-Motion + CrVcfBKDsKI 288 TUBBY SUPER CAT - Super Mario Odyssey Style Platformer! - A Proper Update + cSd57_d07QE 271 SUPER MARIO 128 - Using Walk-O-Motion Footstep Maths! + 0be_8KdJt-w 270 ReMod Sandbox - GMOD IN VR - Walk-O-Motion Foot Tracking + vP6k6ns3_q0 209 Halo in VR... but it's'a' Mario! - HALO ODYSSEY? - The MARIO CHIEF? - Another Locomotion Test + f6HmZ1pPy5Q 475 - HALO in VR - Locomotion - Update - AI and Better Foot Motion + cets0eIn1HA 405 Walk-O-Motion VR, Physics Characters on Physics Ships + zG-l4fhRRng 612 Walk-O-Motion VR, Hand Physics, Minecraft Swords, Ledge Detection, Grapple Hooks... + 2vuQ0HFxEO8 433 Walk-O-Motion VR LOCOMOTION + REAL PHYSICS HANDS (for ReMod GMod remake) + vaGn4cZsZy8 442 Walk-O-Motion VR Locomotion + PURE VR HAND PHYSICS! (Preparing VR for ReMod GMod remake) + vfrkeT9nD9U 478 - HALO in VR - Locomotion - Weekly Update - Better Reloading, Recoils, Ironman? + 9bm67t_oQ_Y 455 - HALO in VR - Weekly Update - Two Hands are better than one! + W4T4_SRwQWs 349 - HALO VR - Weekly Update - Aiming Down Sights in VR? + m108oYFlJgg 184 HALO in VR - IK Animations Updated + b36sym47tAE 328 SONIC VR RELEASE! + S3uU1GIIvis 252 SONIC GREEN HILL VR Gameplay/Runthrough Release next video! + ejwhwwSt4gE 32 SONIC GREEN HILL VR TEASER + j9f_0Aarnrs 201 HALO VR PROJECT (Coagulation VR) - Early Stuff + Eg_jPdSBBJg 385 GMod VR Remake - REMOD - Character Math Animations! + Da18XBrlFRo 313 GMod VR Remake - REMOD - Water Surface Physics + dqgD5pqBrE8 706 GMod VR Remake - ReMod - Better Advanced Buoyancy + q0dpnDEa3eU 146 TINY KNIGHTS - Basic Game Mechanics Demo + ndwz7MLXJc4 74 Tubby Super Cat Announced (Mario Style Platformer) + hDSalfReRPw 208 Unseen Footage - TinyGTA - Tubby Super Cat + 7ysFOnh6oGE 149 MORE AI... TINY KNIGHTS - And more Scenery too! + 4uiwhY7a4mA 143 CUTE & BRUTAL... TINY KNIGHTS - First Look! + IkMeDxVD0kQ 1000 CLONE DRONE AGGRESSIVE CHALLENGE Attempt #1 + 5h-NsmPPh0Y 323 TINY EPIC BATTLE SIMULATOR? Just a thought... (Proof Of Concept) + fEXdScRDfGg 176 Building Some CRAZY CLONE DRONE CHALLENGES! + u4VtjOfvsFw 126 FLAPPY OPENWORLD? (Tiny Openworld/TinyGTA being silly) + Q4a9TvDLHCs 271 HALO in VR! - Coagulation VR (*NOT* MADE ON PSVR !!!) - Demo Sneak Peek + 1nlCADZLcrc 931 CLONE DRONE LEVEL 81 - HIGHEST SCORE ON YOUTUBE! :P + dhoJgTQjWNQ 368 TinyOpenworld (Tiny GTA) - More Mario-Karting about (Unity3D) + MCQU0_OX9-w 116 EFFORTLESS VR LOCOMOTION! - Walk-O-Motion for VR! + S9uPWiKTbWo 456 GMOD IN VR! - Re-Mod with VR Locomotion and VR Spiderman Grappling Hook! + XLgH-SEZq0c 128 More Bloody Chicken Fun! - 360Chicken Update 0.4a + S7Q-l3z-sxk 58 THE PIRANHA CANNON - A Quick Test - 360Chicken + eQnmPL6zzYQ 196 GUTS'N'GLORY WITH CHICKENS! - 360Chicken Update! + kYZloKd2B4w 187 SMB Themed VR Demo! + TcKPD_YjLdk 149 Walk-O-Motion Locomotion for VR -Halo Assets- + iDpZFo9SOS8 179 Masterchief Rocks out to the Halo Theme in VR! + Ah0YyJK2mIU 112 Showing Off the VR Movement -Halo Assets Again- + ADUR5rZKKj8 164 Tiny Driving Animations - TinyOpenworld (TinyGTA) + h20pwQYjF0I 337 Tiny Massive Update - IN VR? + pZK_CXLG8EM 80 Rolling about as a Tiny Ragdoll - My best ragdoll so far + rt_YycmssNw 83 State of the Art Artificial Intelligence! - Tiny AI (Just a test) + Xv7H8zpUb8s 430 The Newest Tiny Openworld (AKA TinyGTA) + 2PWgYSKYbBM 91 LEVEL 49!!! - Eye Of The Spider(-tron) - Defending my High Score In The Danger Zone (Clone Drone) + KlfDw_9Mcyo 271 Preparing my VR Controller for a GMod style Physics Sandbox (uses SteamVR) + wfvQMDsG8u4 342 Happy Wheels/Guts'n'Glory with a Chicken - UPDATE #2 (Download in Description) + tJ3Ax0e2v1M 192 Happy Wheels... Guts'n'Glory... 360 CHICKEN ? (Download in Description) + mzWM5M5qieM 564 Unity 3D Tutorial - Understanding Unity - Part 1 (Layout) + tcQ2NTtVMQs 424 NO GLITCH - Speed Run - Clone Drone in 6m 17s + Dj9KLZSSYu0 2275 I reach LEVEL 24 in Clone Drone In The Danger Zone! HIGHEST SCORE YES! + CY_BKU7iRBY 214 Super Mario 64 Title/Intro HD Remastered (Android) *Download* + lZawL79wREk 94 Super Mario 64 Title/Intro HD Remaster Update Teaser (Android)... Release in next video! + VSpxYe8HZFA 148 My attempt at Mario Kart in Unity5 (made in ~2 days) + 5nAzz80sak0 69 Mario Head Unity 5 Physics? + MrBBjwHBIYk 293 GMod-Style Physics Sandbox - Buoyancy, Temperature and Fire! (lot's of Physics) + HIEFPc2rGE8 41 The Real Tubby Cat - Cat in a Box + -pGrgF89zFk 201 Tiny Teaser Updates #2 ... and a message from me! (TinyOpenWorld/TinyGTA) + ab__ttHcmQ8 208 Random Gaming - Just an old video I made for fun, more GTAIV again! + L_sZVexCEUw 352 Nimso plays Canon Rock? + fBKxZ2sQauw 190 -Halo- More Halo VR, just a little something for fun. + jKuMFHKnAiI 137 Random Gaming - GTAiv Ragdoll diving, Crysis Powersliding, general stupidity... + HcRr_nr1jIk 128 Tiny Teaser Updates #1 - The New Character + EbDqojUtMN0 217 -Halo- Oculus/VR Control System - Starting to look good! + sliNhsi90ms 198 VR Control Update - More Halo stuff (Just for Fun) + FZ5-iJWia5E 161 An Oculus Rift / VR idea (also, nice Halo-ish style HUD) + ZD_BELBdvUU 141 Tubby Super Cat - Android Beta on it's way... soon + 76WtIxJoEqg 324 TinyGTA - U5 - Update 2 Basic Customisations + IBQ3R8r8-PY 341 Tiny GTA - Unity 5 Update + qzkvadnHEVA 50 Animating For Fun - Minions be deliverin! + oJQ7RQTkxOg 128 Coding For Fun - SonicIV for GTAIV, New Model! + iA-7i6iVnrg 157 Coding For Fun - SonicIV mod for GTAIV (WIP) + -vrTsaLMHd0 160 Coding for Fun - Seeing without sight (Unity3D) + sZtrtAbYotk 446 Tiny GTA Prototype with Euphoria-style Ragdoll !! (Unity3D) + 1-6u7TEsx4A 152 Unreal Style FPS Prototype, Unusual Physics (Unity3D) + 44JhqcetxFU 232 Super Mario Style Platformer UPDATE (Unity3D) + uxpaZqSIj0M 164 Super Mario 64 Head Remastered for Android ! + S9M554KvA7k 59 Brick Fall for Android + dqX1VbyfDyA 63 Insane Stunt Engine for Android + iAWZwTWJmhM 226 Point Gravity PhysX Galaxy Generator (Unity3D) + N10nzviJQZc 330 Super Mario Style Platformer Game (Unity3D) diff --git a/research/sources/nimso-transcripts/_index_by_date.txt b/research/sources/nimso-transcripts/_index_by_date.txt new file mode 100644 index 0000000..888c127 --- /dev/null +++ b/research/sources/nimso-transcripts/_index_by_date.txt @@ -0,0 +1,82 @@ +20150102 1-6u7TEsx4A 152 Unreal Style FPS Prototype, Unusual Physics (Unity3D) +20160628 jKuMFHKnAiI 137 Random Gaming - GTAiv Ragdoll diving, Crysis Powersliding, general stupidity... +20170321 S9uPWiKTbWo 455 GMOD IN VR! - Re-Mod with VR Locomotion and VR Spiderman Grappling Hook! +20170725 Da18XBrlFRo 313 GMod VR Remake - REMOD - Water Surface Physics +20171108 vaGn4cZsZy8 441 Walk-O-Motion VR Locomotion + PURE VR HAND PHYSICS! (Preparing VR for ReMod GMod remake) +20171113 2vuQ0HFxEO8 433 Walk-O-Motion VR LOCOMOTION + REAL PHYSICS HANDS (for ReMod GMod remake) +20171119 zG-l4fhRRng 611 Walk-O-Motion VR, Hand Physics, Minecraft Swords, Ledge Detection, Grapple Hooks... +20171126 cets0eIn1HA 404 Walk-O-Motion VR, Physics Characters on Physics Ships +20180402 vOBowFNR3HI 518 WHY PHYSICS WHY NOT? - Moving in Unity - Physics in Unity - Intermediate Tutorial Series Part 4 +20180406 cSzUUit11QA 388 PURE PHYSICS GUNS in VR w/Walk-O-Motion! +20180430 hnktOL1Idw0 396 VR PHYSICS based ARCADE! - Re-Mod - Walk-O-Motion +20180606 ySaSe4D7t8k 743 VR SURVIVAL using PHYSICS, and PARA-GLIDING! - Re-Mod - Walk-O-Motion +20180720 7I3Jb7bqW1A 603 Ready Player One got me back in to VR Physics - Stabilised VR Physics - Walk-O-Motion +20180727 YaHLBF3JZ9Q 576 WALK-O-MOTION PURE PHYSICS VR - Tech Demo RELEASED (Links in Description) +20180731 hzShV7qqbAE 368 SLAYR - Realistic Upper Body IK for VR + Walk-O-Motion Hybrid Locomotion + Physics Tweaks +20180804 Ov1CUo4Y4YM 334 SLAYR - Fixing Lower body animations for VR including Jumping! +20180901 SwQFkzBIczY 462 I FINALLY DID IT - Accurately Tracked Pure Active Ragdoll in VR + Sword Physics +20180907 nfUb7HWbj9U 400 Active Ragdoll VR Improvements and Sword Physics update! +20181014 l4Uxdhe2cR4 400 Basic Ski Physics in VR - Fun infinite skiing made in 1 day! +20181026 8kkeh1RQfUo 607 TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity +20181225 nArwDeA2Ko4 622 Unity - Stabilising Fixed Joint Logic - Compound Rigidbodys +20190123 9DzzrAoc4so 709 HYBRID LOCOMOTION - My best VR Locomotion + Upgraded Physics Weapons +20190228 dhTpDjtN930 1454 HYBRID Test Chamber - VR Locomotion Tech Demo - RELEASED - +20190317 Kh678PsP-5Y 531 HYBRID SteamVR Update + Sneak Peek at FUTURE VR PRESENCE +20190324 RVYF2dChsgQ 319 SMBVR - Updated to Hybrid Locomotion and a few fixes! +20190406 Fg7fPRWe8Bw 534 VR Hand Physics, but it's a Seated VR Experience! +20190609 rk7GC1It7w0 678 HYBRID Presence System - It's not Boneworks, but it's pretty cool! +20190701 DMn0P3K85jE 956 rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR +20190707 RTUJ2JzZnT0 626 Hybrid Presence Sample 2 - Just Locomotion - The Garden Sample +20190709 _jPfasWzUpU 581 Hybrid Garden Sample - An experiment in ACCESSIBILITY LOCOMOTION +20190723 Y8R3VKpiumY 744 *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3 +20190802 Ah9sDKwfpZw 629 CrossPlatform support solved - Hybrid Presence with Index! +20190806 us8NAyUzkw8 102 -aQuickVid- Hybrid Presence VR Physics makes dancing more fun! +20190818 dEl1M2UK2Is 699 Project TX - Next Gen VR Presence System is the future! +20190823 9IDhcrzJtY4 611 ProjectTX - IK-Less Control, WHY and HOW I'm not using IK! +20190901 L9E8NIdVf7Y 529 ProjectTX - Trespasser 1998 - The Original PRESENCE System! +20191127 PSOV2vX5MrM 430 Half Life: Alyx - Do we need arms? - Made in ProjectTX +20191208 IunRs2U1n1A 565 Project TX - Strength Manipulation - The "Crysis" Mode +20191215 LhbmofaHkIk 415 Project TX Rewrite - Super Stable VR Ragdoll Body! +20191222 rY0O4IqmB8g 512 PROJECT TX - Wing-Chun in VR - The need for physics arms! +20200112 TdFni0DjqN0 675 SLAYR - Some older physics work +20200421 lA2_RZ5bPII 582 PROJECT TX - Control Improved! +20200511 7JDJe_PjeXk 1219 PROJECT TX - Buoyancy, Spawning, and More Physics! +20200518 TpEzyoWMFZs 749 PROJECT TX - AI Ragdolls! +20200607 hxU8O5GCnF8 1018 PROJECT TX - Ragdolls & Grab Upgrades +20200614 UZVgfOtjD1E 1040 PROJECT TX - Physics Upgrades and Hand Poses +20200621 0nP-4SatYVQ 1034 PROJECT TX - SEATS! VEHICLES! and other updates! +20200706 cIug4Ok-8e0 1110 PROJECT TX - Vehicles & Contraptions! +20200719 rqLEL3kE4hc 1577 How It Works 2 A - Half Life : Alyx - Hands & Physics +20200726 TOmVCvpq5QM 1681 How It Works 2 B - Half Life : Alyx - Physics Design! +20200920 GfwdUns1nLM 917 Hybrid Exploration - Effortless HANDS FREE LOCOMOTION! +20201005 Ebp600yzSHA 761 How It Works 2 - RECREATED - Half Life : Alyx - Hand Physics +20210301 9f7Bq_R_wHs 1307 PROJECT TX - New Physics, New Control, New EVERYTHING! +20210322 LMKmyLXGVv0 1256 PROJECT TX - GUNS & HOLSTERS +20210503 vnJ3bS4MqCw 647 HYBRID LOCOMOTION - Beyond Gaming +20210517 WYMygKXI0vA 1108 HYBRID LOCOMOTION GARDEN - Accessibility & Direction (DOWNLOAD) +20211128 b91SafKV7Vc 808 PROJECT TX - It's time to CLIMB! +20211205 DxOV9wNglzk 725 PROJECT TX - Foot Upgrades and Total Wipeout VR? +20211219 4yQdbjT1Auk 1111 PROJECT TX - Never go FULL HEDGEHOG! - Customisations +20220102 xknNoliE-wM 1036 PROJECT TX - Back to First Person! +20220110 7Gup4b1Sqow 702 PROJECT TX-Q (Quest 2) - A glimpse of the FUTURE OF METAVERSES! +20220502 ZCTAEobBEds 1509 PROJECT TX - New Menu and Advanced Body Control +20220515 PWAeqfuaTM4 727 PROJECT TX - Time for some proper COMBAT! +20220523 iFniqwjspug 859 PROJECT TX - ENERGY GRABS + some Hand Posing stuff +20220724 ecgiV9hFbdQ 1067 PROJECT TX - LEGS DAY - Exercise in VR! +20220822 POQ_Wm_ZK2o 1241 PROJECT TX - Breakables & Advanced Loose Grabbing! +20220927 NNHXKJLjzDo 941 3-Day-Prototypes - RAGDOLL AVATAR MATCHING +20221009 yPsCuuNM3lM 1116 PROJECT TX - Scalable VR Body & New Ragdoll System! +20221102 g84iUSVoQUI 737 PROJECT TX - Muscle based Ragdoll System! +20231121 PN8h4rGf1IM 564 RoomWalker - Another New Locomotion System! +20231207 lHgpibsjgek 1202 FLUID VR HAND ADAPTATION + Hand Tracking - HYBRID PRESENCE ENGINE +20240112 WGgPrne7Ctk 1631 ADVANCED BODY ADAPTATION - Pushing The Limits of VR! +20240202 VftAqOUhQsk 1660 NEXT GEN - No Jank - VR Physics Simulation! +20240224 i7F4V9K6SlU 1959 NEXT GEN VR Physics - New Adaptive Leg System! +20240404 tMDmwD1cQPg 2713 IN-DEPTH VR PHYSICS INTERACTIONS - Part 1 +20240420 BTlY8SWLtgo 1945 IN-DEPTH VR PHYSICS INTERACTIONS - Part 2 +20240729 D4SfYp2e1oI 1263 PROJECT TX / HYBRID Engine - 3-DOF FULL TILT Player System! +20250424 0R8Q96ukYeo 1933 PROJECT TX - Possibly the MOST ADVANCED PHYSICS NPCs in VR! +20250519 _ByrqrCSh2w 1675 PROJECT TX - Next-Gen Physics NPCs get EVEN BETTER! +20250704 rkWjbebZiKY 2145 PROJECT TX - Physics & Based? - ADVANCED SWORDS! +20251027 qit0-s63FmI 2110 PROJECT TX - Complex Fluid Logic & Advanced Boat Simulations! +20260908 PXv3YlTQbWw 683 PROJECT TX Update News & Returning to video production! diff --git a/research/sources/nimso-transcripts/_jPfasWzUpU.txt b/research/sources/nimso-transcripts/_jPfasWzUpU.txt new file mode 100644 index 0000000..f2b1d89 --- /dev/null +++ b/research/sources/nimso-transcripts/_jPfasWzUpU.txt @@ -0,0 +1,3 @@ +# Hybrid Garden Sample - An experiment in ACCESSIBILITY LOCOMOTION (_jPfasWzUpU, 582s) + +it's me noon sunny welcome back to another via our video today we're back in the same place as I built in the last video and I wanted to show off something in fact this is something that I should have mentioned in that video but which I was working on behind the scenes as well so the idea was that it's probably the first time you'll see me in a VR video visibly sitting down in the video even though it's about locomotion the idea was that I wanted to take the hybrid locomotion system and make a sort of accessibility version for it and so of just just a little bit of an experimental idea as you can see from the text on screen it's builded for experimental accessibility support again press the left menu to start the height calibration now you probably wondering hang on a minute what about how do I handle the height calibration this time around well it's actually not for the player height so I had a bit of an idea for how I would handle a sort of game mechanic which is not necessary in this project I just wanted to test it out to see what people think so I'm gonna try and not move my feet at all in this project in this video just a lot we get a feel of how it would be if you have maybe weak legs or if you really do need an accessibility version of some sort of stuff like this or if you just sort of need to sit down or you you get tired quite easily I wanted to test this out it in that sort of in that sort of scenario so here sit straight press the menu button to recenter the system currently defaults you to one point five meters one point five five five meters so that's my default height which I work with when I make these things so you press the menu button I'll reset your height now it says here place one hand where you want the ground to be when crouching crouching will move you down so that this high is the ground height this can be any height below your head you feel comfortable with so let's say for example in my case I want to have the height of the ground where I touch my knees so you place your hand or either of your hands on the knee and then press the menu button and that should confirm that now rather than reading this to you I'll have a go at showing you firstly just a little Crouch mechanic so as you can see when I press the Crouch button which is just button button now like a typical game you press it and you can see the ground is now exactly where I placed my hand before in the calibration step so that allows you to comfortably decide where you want the Crouch height to be for any any sort of game now of course the move motion is back to the same thing as before with hybrid there is still a little bit of sway and you can sort of feel like you're walking and that's pretty much what I wanted for this build for the accessibility version of this I wanted to sort of take the the mechanics that we can use take the tracking that we can use so partially the hand tracking partially the head tracking and so I've created some feeling of walking even though you're sort of sitting down and not standing up and that's what I wanted to create so you can see he obviously the ground is not there I am 1.55 meters off the ground now in terms of in-game height and of course when you press the Crouch you can touch the ground and of course you can place that wherever you want to so if you wanted it quite far if you have quite a lot of mobility or if you don't have very much mobility and you want it here then you can do that and that will work with any Crouch height you want to you want to use now the actual idea for motion is same as before except although I am usually against this it does include some hand swinger so unlike usual hand swinging by itself doesn't do much so you can see I'm not really running much right now just by moving my hands however I can't comfortably move quite fast by using both hands finger and there very slight head sway as well so you can see here very comfortably I'm just holding the unlock stick forward now I'm very comfortably able to decide what speed I want to walk up and start running very easily as well just very very easily not too much effort and of course if you want to really sprint you can put a little bit more effort into that and that's including both the head and hand motion so rather than a typical hand swing a system where you're sort of you end up shaking your hands quite vigorously to move to move a lot faster here you can barely move your hands and still feel that speed motion coming in and it's just sort of instant in what's the word I was gonna say in sequence it's not the word in synch with your head motion you want to move your hands so it's just sort of like that and then like that and it's it it really does work quite well and I nearly fell off that there we go now you can see just as long as you're in sync between your head and your hands and it does feel a little bit like I'm actually running now now I'm trying to put no effort into my feet at all right now just to make sure that it's it's something that you'd be able to do while sitting down quite easily and you can see it is quite sort of stiff to a certain extent if you stop it just sort of stops quite quickly but there is a little bit of a blend to make sure that you can sort of continuously keep moving so it's it's quite able and of course you can just stand on top of things and move around it's the same system as before except I've modified the locomotion quite a bit just to include these cool little changes here and that's pretty much the whole thing I wanted to show it's this idea of and you can do this with an arm rest without the arm rest of course you can do this quite easily you can move around quite nicely with an arm rest you can of course it's a little bit more difficult but you can sort of once you get into the rhythm you get used to it and maybe I can I can change the the sort of sensitivity of all of this and and whatnot and of course this is this up to you guys I want I want a few people to try this out just see does this feel quite nice do you feel like you're standing up and actually running a little bit more than you would normally do you feel like this there's still too much effort put in to a sort of motion of the hands because I one thing I've never really liked is this whole hand stirring emotion you end up sort of especially when the directionality is on the hands only you end up self having to do this and then you're swinging behind you as you can see with this system while I'm pressing forward even if I turn my hand pointed backwards I'm still moving forward it's I did quite a lot of work in getting the directionality working I'm my nose right now is eating so much because I believe there might be a hair stuck into my sort of headrest here and my face mask that happens quite often with my hair being a little bit long ish and I don't have exactly very long hair but I know that a lot of people will probably get a lot of hair stuck in their face mask comfort mask over here but yeah so that's why I wanted to do anyway I wanted to see how much people like this and and how you feel about sort of moving like this just just as a little pest this is just a test it's it's not really in a game scenario there might be a lot of difficulties in changing this for game mechanics for game mechanics when you're kneading your hands like for aiming and stuff like that and I mean it kind of works but I have programmed it so that you kind of need to have both your hands moving opposite to each other to actually detect that motion but again like I said it's not sort of extreme swinging or anything like that it's not the way that for example what's that game I'm not even gonna give the example because I'm gonna guest game's name wrong but yeah so it's not about all of that sort of heavy motion on the hands I just wanted it nice and easy nice and simple and yeah that's pretty much the same video twice now one with me standing one with me sitting and this is this is the second copy of the locomotion system I wanted to try out some accessibility so please do try this out especially if you do need accessibility it's something I would really like see what do you what do you feel about this especially the idea of just having a Crouch button where you can decide where the ground is that is something I want to see as it does it really help is it something that you actually want to and sort of have that that jarring drop of motion and where you're suddenly dropping and suddenly coming back up is it something you like because obviously that's something that is very simple to implement and I'm sure other games without this locomotion system could do something like that as well for accessibility side things yeah so thanks very much for watching this video see how it see how it plays for you and and give us some feedback on the eto page so I'll throw this on the same page as the other samples so this will be probably sample 2.5 and then the next one obviously I'll try and get some physics in there as well thanks very much for watching good bye diff --git a/research/sources/nimso-transcripts/b91SafKV7Vc.txt b/research/sources/nimso-transcripts/b91SafKV7Vc.txt new file mode 100644 index 0000000..a91cb17 --- /dev/null +++ b/research/sources/nimso-transcripts/b91SafKV7Vc.txt @@ -0,0 +1,3 @@ +# PROJECT TX - It's time to CLIMB! (b91SafKV7Vc, 808s) + +[Music] it's me named sony welcome back to project tx we are finally back in the project dx it's uh it's been a while uh but you should recognize to a certain extent this sort of area behind me it's actually a replication of one of the areas that i'd built in a previous demo you can sort of swing around in this area in my original locomotion physics demo it's a pretty terrible one in terms of in comparison to this current uh but i decided i'm gonna go back to this as a base for my uh sort of super easy sample demo and uh yeah so there we go let's uh let's get uh get going and have a look around here i'm just sort of playing around with a few random objects right now just leave them in the scene but what i've actually done is i've actually changed the the strength of the arms actually so picking up something like this very very easy and of course even the heavier one even the heavier one no problem and that's so that i can climb but i will be pre placing a button in the scene so that we can actually uh swap between the two strength sets uh so i've got a setting a settings set for each strength mode and uh i can't switch between them dynamically in game yet i can just easily swap them in the in the editor but for now also you'll probably notice there is also a sort of castle in the background there in fact if i switch you to main camera you should be able to see it there we go there's a castle in the background uh i haven't built it fully uh based on the uh the old version yet so i am working on that but in until then let's get you zoomed out i'm going to take these just in case i fail but they should not be necessary there we go um let's get going so here we go bouncing off the first one immediately failing uh yeah so i am using only one tracker today just because i'm lazy uh but i will eventually be not even using a cv one anymore uh so there we go um i've modified the windows design i've i've made everything look really nice this time around now they're not grabbable on any of the sort of regular sides but they are grabbable on the edges like this so there we go [Music] and this is why i have increased the strength now doing this is pretty much impossible without the increased strength [Music] i love ropes [Music] and then of course we've got this uh sort of thing here wobbly ground wobbly ground there we go got it let's switch you over to my camera just for a little bit of climbing there's the camera that you were at before i didn't jump very well there oh stop blocking the sensor oh that didn't work [Music] and then we've got these rollers coming up come on there we go climb it [Music] ah i'm gonna have to stand on top there we go yeah uh i probably need to move the windows inwards a little bit but uh oh well right one two three [Music] yay made it uh we'll switch you back to that camera and uh see how much you can see oh it's a little weird isn't it but oh well let's uh let's do it [Music] see if we can climb nice and fast [Music] camera's being smacked about [Music] [Applause] and this is why you always keep suction cuts with you [Music] but i don't want to cheat so let's wait awesome right okay so we'll put those away now where are you camera ah you're still out here [Music] let's get this sorted oh there's some fun bits coming up now [Music] ah that was nice right i'm up [Music] so this is uh super frictionless like super smooth it's using the same friction settings as like infinite smoothness oh it does also collide with the camera um so you can choose any object or you can literally just use your arms with this unlike before where you had to grab something i used to put them sort of hooks and stuff up here but you can now [Music] take a broom which uh i can't swing around properly because my arms are so much stronger now in this mode that uh that i don't know how it controls so here we go we'll use one of these wonderful right let's get it sorted camera you ready and off we go [Music] so i put these things here because it was impossible to stop at that speed remember that is frictionless so i was basically getting thrown right off the level or at least right off this section but here we go wobbly ladders this time round rather than a simple jump and of course these things if you miss a little bit it's a lot better than before where you would just sort of fall off immediately because now if you miss your arm will collide so you'll get saved by the fact that it's a ragdoll oh i didn't even need the windows oh i didn't need the windows but only because there was a window there that makes perfect sense so these are getting a little bit weird because the lack of control i have zero air control in this uh in this version of project tx so if it starts swinging out of out of the way i have to basically use the weight balance and only that to control it it's impossible to control otherwise yeah i made it right [Music] there we go where are you going to switch back to my camera just for fun [Music] let's go that's pretty much the end of this section and then we've got a little simple surprise at the end just a little new little prop that i've uh i've been working on it will have a different design uh there but um and it's all it's also based on a different little project that is part of the cubby universe um but there we go so here we go just a bunch of physics blocks that i can wobble about but let's just climb them i actually got here in my first test and completely forgot to put these boxes and then i just had to low grav jump instead don't jump off and then of course since we're right at the top of this uh i gave you a project caller uh just in case refreshments but uh we don't need the refreshments so bye-bye [Music] smash right unfortunately no smashing yet um i'll get that sword soon so there we go we got balloons as we had before and then we have that thing come here yay and uh what this is is of course pretty obvious i press the activation button and it starts powering up so here we go regular hit how it hit oh it went the wrong way okay it doesn't work with this box for some reason um i'll i'll have to figure out physics with that but um other than that let's have a look from the outside from the outside there you go and then when i swing it watch this and off we go [Music] no effects yet unfortunately oh we'll use this vending machine look at how it landed wonderful so obviously smack nothing much [Music] didn't work very well let's do this a little bit better [Music] of course i am slightly stronger than usual anyway because i increased the strength of the character but bang it's also like a lot stronger with the hits so here we go regular hit [Music] howard hit wonderful uh you want to see it in in regular mode so here we go a regular regular hammer and then when i swing it with powered mode it looks brilliant [Music] oh man i need some sound effects for this bang and i need some special hit effects as well you have a look from there i love this i absolutely love this [Music] so that's the end of this video um just a little quick run around in this area i'm going to add everything that was in the in the previous demo and including you know build up that um build up the castle once more so um obviously it's looking way way different from the last one um it will be much more nice looking than the other one which was built out of horrible prefabs and it will also probably be taller as well i'll make an even taller tower with more climbing to do and more helper sections to get you back to where you fell off when you inevitably fall off but yeah so this this place is looking great um definitely a lot more fun than it was in the previous version of of these systems because my goodness locomotion was not a very good um a very good way of way of using local but there we go anyways thanks very much for watching and i will see you in the next video hopefully i will have this demo going very very soon um there will be the the wrist watch and uh the the external camera and all of that good stuff i'll probably put a few toy guns into this scene i'm not gonna put any of the advanced function stuff because i haven't done perfect advanced functions yet i haven't finished that stuff so uh i'm gonna have to sort all of that out first and then i can go on and make the the big tech demo that i wanted to make right now i am aiming to get something out because a lot of people want to try out at least the base but basic body systems for project tx so thanks very much for watching i'll see you in the next video [Applause] [Music] [Applause] [Music] [Applause] [Music] you diff --git a/research/sources/nimso-transcripts/cIug4Ok-8e0.txt b/research/sources/nimso-transcripts/cIug4Ok-8e0.txt new file mode 100644 index 0000000..9408929 --- /dev/null +++ b/research/sources/nimso-transcripts/cIug4Ok-8e0.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Vehicles & Contraptions! (cIug4Ok-8e0, 1110s) + +it's me named sunny welcome back to project TX I've been working on a bunch of things I know it's been an extra week this time around before I've done another video you can see a bunch of little sort of random objects dotted around but I've changed or not not really actually it's more of behind the scenes stuff once again so yes there's actually an object here that's been added which is completely useless and pointless but you can sit there and now what I've been working on mainly is the sort of extra functions stuff like the actual teleport function not helper function and stuff like this but the tools section you can ignore this label section here unfortunately there's no advanced stuff that can be added in there there are a couple extra props ignore the image versions of this he's actually spawn one being the chair which I haven't made us a photo for and the other being that stealing real object now unfortunately that action doesn't actually work yet I haven't worked on the whole input output side of things for the action stuff however I have worked on the actions themselves now we can spawn goodall balloons and of course you can see that they're using the good ol add-on system which allows them to do their own special function stuff like the actual floaty floatiness they're all they're currently doing is using add force so there's no intelligent friction II Air drag behavior going on on them right now but I do want them to act more like balloons when that time comes now you'll probably notice the good ol big thing over here which is a nice old scooter and this is just straight off the asset store not necessarily straight off obviously I make my modifications to these kinds of objects and give it some nice physics objects and some nice collision and a little bit of joints here there and everywhere however first thing we need to do is have a look at the actual new tools now the first one nice and easy is of course the balloon gun let's grab this here now you'll note noticed when I spawn the balloons themselves they obviously all just spawn with the default look which is the red balloon color however brilliant the first one comes out red they do randomize their color now you'll notice there is no wires actually holding them but they are being held by the rope joint so even though there isn't actually a rope but you can see yeah they kind of pull on each other as well which is nice and cool so of course if we drag this along there we go we've got balloons on that thing there which is great because we can do that on things like this and now you can see them all spinning around as well now of course I'm going to use this section here for settings for those tools and also I'm going to be updating the context menu which I still haven't worked on to actually work in conjunction with this a little bit more as well but before I do that we're going to have a look at some of the action systems themselves so there's actually more going on here I've added some of the more useful tools including something I've got I've called the action debugger ignore that for now that is based off of what I'm calling devices so internally what's going on is we've got something called the device which holds a set of actions and those actions are then controlled by inputs and outputs in our case here I don't I haven't got the input-output stuff done so all I've got is this here action debugger to activate the action systems are on these devices one such device is of course the thruster so as you can see on here ignore the extra functionality text stuff all we have to do is shoot on a object which let's choose something useful I can barely see right now because my screen has steamed up as you can see we've got here a nice thruster now this is actually added to the chair so there's no actual separate physics object for this thruster here this is just part of the chair now I can of course remove it if I wanted to which of these is removed there we go click and that removes that and of course I can remove the chair itself if I wanted so here we'll just put that chair back which one of these is it it's this guy there we go and then if we get the thruster again there we go and put it on here there we go we've got now a thruster now here's the cool part right now because I said like I like I said I haven't actually set up the input action stuff what I've got is an action debugger so all I do is shoot the action thing that I want and now you can see I can activate the action on it so if we sit the chair there and just press the button you can see it falls forward which is great because what this means is we could put some thrusters on this one and then go on the action debugger over there and now I can barely see because of my screens steaming up but if I hold this thing and press my a button my contacts button I can actually add these things onto my debugger right now and then we can have a look and see but all of them activate at the same time so if I press it now you can see it's actually driving forward the cool thing is that can now be built from within the game as well so if he spawned something like let's say we spawn mmm this barrel here and then another one on top of it and we've got a nice weld in here click click so now they all weld it together as you can see nice and easy and then we'll do the same twice so here we go go to the props and we'll use blue this time there we go weld weld so now that's nice and welded together there we go beautiful and then I cannot see anything click world well that well there we go so we now have a nicely welded structure which makes no sense at all but it's okay don't worry about it and I'm back there we go yeah and unfortunately another unfortunate reality about using VR headsets right now is we still have steaming up problems when you're feeling a little warm and it's currently summer so there we go so now we can use our hinge tool but before we do that we'll just use the face gun lift this up a little bit freeze it in air there we go right let's spawn some of my new tire wheel here I'll put it over here 1 2 3 & 4 there we go and then I can flip those over you as well there we go grab the hinge 2 now the collision on these is a little bit off so it's actually gonna hit the outer end unfortunately I can't get the perfect Center I'm gonna upgrade these tools later on and make sure that we can't actually get perfect center of them nice and easy with some nice grid and helpful tools but until then right now it's all very guess II guess [Music] there we go really feeling that gmod movement going on how let's get that fizz going out so I can drop it and you can see this is actually functioning now that's fine don't worry about it here we go we'll just plonk this magically in the center there don't worry it's hovering it's gonna be welded magically it's fine we'll just weld that a lot weld it that weld it to that and weld it to that what a terrible way of jointing things together but hey it works so it's fine nice beautiful and we can sit on it right and of course after all of that we do have a thruster on it but that's okay we'll add a few more as well there we go one two three four six in total and of course we can then add some balloons just for fun one two three one two three one two three one two three and one for good luck there we go grab action debugger click hold that click click very quickly clicking and now you can see that they all functioning nice and well we can sit on it or we can just stand on top of it and press the button and we're moving it's a little bit slow because these thrusters have no settings on them right now but that's the good old good old system going on here we go we just generated a whole gmod style contraption in VR while in VR and we can just hop on top hit things you know and use the physics while we're sitting on the vehicle this is absolutely fun I also added some seating points on some and stuff like this there we go very easy you just sit on top there now we're sitting on it nice and easy however there is other ways of doing things contraption like without any other rubbish what we can do is switch back to the feeds gun just so that it's nice and easy to around the world and then drop the gun because here we have an actual vehicle now there's no vehicle tabs in my tablet yet and that is the real time it is now Monday but I'm gonna call this my Sunday video and here we go this is an actual vehicle with my right hand activating the actual wheels yeah a little bit when you can see in the shadow there we go you've got activation there and then my left hand is used as a brake now the good thing with this thing even though it actually doesn't have any balance at all is that I can stand on it that's the thing the the thing with these things is that you've got a surface that you can stand on so therefore I don't even need a seating point then I'm not actually sitting on this device at all there's no seating system going on here I'm just able to actually drive it directly by standing on top of it and of course I can brake by holding my brake and that can pull really is just by physically lifting it because I am standing on it and I still have physics hands and of course it's very hard to balance on there because you have to stay right in the centre but I am going to be updating my actual move system for this later on and I can sort of walk around while I'm on top of it there we go yeah so that you would have all fallen down but of course I automatically stand and as such this thing here without any balance at all actually just stays standing so I can do things like this I love it I am loving it there we go so here we go let's just pick off without me standing on on there and let's go [Music] yeah that is cool that is flippin awesome and then of course just for the heck of it we can of course grab ourselves maybe one of those there we go and now we stand on top of it point this backwards and activate flying scooter crashing into the invisible walls oh god this is ridiculous let's go rocket scooter yeah that is cool you out of the way yeah and that fell through the ground yeah a little bit of work to be done on the physics side of things but yeah that's er that's that the one thing I forgot to put in here I wanted to put in here was a little basketball because what you can do is this is just something but I need to I need to make that a little less sensitive as well the actual scrolling on the menu because as soon as you click it's it's quite hard to sort of click and keep your hands straight yeah anyways so what I realized is if we if we take this thing here the live Savi ring and then we just freeze it in the air we now have a basketball hoop there we go oh great oh it's brilliant [Music] [Laughter] ridiculous there we go we'll take that with us and fly let's just grab it and fly that is that is everything that I've got here it's uh it's ridiculously fun oh my goodness it's getting so good now it's getting so fun to mess around with this stuff that I'm having a bit too much fun I'm having too much fun like we can literally place this here and this is why I can't keep up with my Sunday videos anymore because I'm having too much fun all right so we just use the weld gun we plug that over here and then we use a physics gun on physics them and now we've got if I just place this in the air we've got an actual steering wheel all I gotta do is actually sort out the action system so that we can connect that steering wheel to the hinge joints and motors for our wheels and then boom we've got an actual functioning car made while in the game and it's even extra useful when you've got something like a sofa and then one of those so there we go and we actually have one already anyway to do it there we go you just place one of the walls here and then you weld it over there switch to the physics gun move that about and push it into the physics gun so you go and Glitch everything and then you can fall fun of it take this and oh in fact forget that oh look at it fly instead of that what you can do is you you flip this over here right and then you grab the hinge and your hinge joint it to the ground and now you've got a nice spinning spinning top then you can sit on I'm having too much fun it's not right you can't develop games when you're having too much fun this is ridiculous I could connect that hinge joint to the steering wheel and then while you're sitting on there you can just pull it and grab it and turn it and then steal the whole Oh I'm having too much fun guys I'm sorry but I'm having too much fun this is ridiculous what we might as well do at the end of this video now is grab the balloon gun and here's something nice and light ooh look stand on top of it and just look it's rolling as I stood a little bit too quickly and just you know blast it with balloons and hope that we someday begin to fly away into the big e under also known as the invisible wall that prevents me from its rolling oh it's gone oh it's gone goodbye goodbye old friend oh yeah there we go what about you just grab some of these and go meet it and see what it looks like up there hello hey I feel like it's it's the movie up and you can see the blooms having a little bit of trouble with with this as well wonderful absolutely wonderful there we go just wonderful that is the end of this video I am NOT gonna land in the pool oh that's the end of this video thanks very much for watching I do apologize for going up absolutely loony in this video but hey it's how it is sometimes we're making VR games here boys but making VR games here girls everything everything is fun Wow thanks very much for watching goodbye diff --git a/research/sources/nimso-transcripts/cSzUUit11QA.txt b/research/sources/nimso-transcripts/cSzUUit11QA.txt new file mode 100644 index 0000000..03a7688 --- /dev/null +++ b/research/sources/nimso-transcripts/cSzUUit11QA.txt @@ -0,0 +1,3 @@ +# PURE PHYSICS GUNS in VR w/Walk-O-Motion! (cSzUUit11QA, 388s) + +[Music] Nym sunny welcome back to another via our video today I am this random guy that I made in a few minutes now what are we doing here well we're back in the physics VR video stuff so here i've got hands that can pick things up and push things about entirely physics-based however I've added guns now recently I saw video on the North channel which of course is where the stress level 0 team the guys who made duck season showcase their work so Brandon jr. Leigh who is part of that team showcases their work and he recently showcased some cool really cool things that they've done with guns where they've taken the actual guns themselves and they've included entirely physics-based control on them now ignore how everything is not put together very well the guns as you can see do recoil properly but the cool thing about this is if i push my put my hand there you can see that how you get pushed about that's because this gun is entirely physics based right now so I can push it about and I can go in slow-mo you can see the bullets flying out of course they are physics as well and you can see the bullet flying slowly out from the gun now here of course if I hold the hand hold it with two hands you can see it decreases the recoil and of course I can put my hand behind and watch this if I let go on when I shoot it actually flies backwards right back to normal motion as we have some other guns to show here okay you can see that it does have recoil and if I hold it it decreases the recoil it's not very obvious but you can't see it and of course here let's stand here in slow-mo again you can see that it's actually got more weight than the other gun here pushes it back however if we place it on a wall stops it brilliant love it of course you can hold it at any point you can literally hold it at any point and [Music] that decreases the recoil as well so here in slow-mo and then here when you hold me the gun a lot less recoil my left side and of course look really all those bullets flying up yeah brilliant let's go max painting around and then of course we just throw our gun now the shotgun really really really shows this off because of the amount of recoil so you can see it's a really heavy weapon which is why it just so floats about slightly and here we are when I grab it you can see look at the recoil Enda and that's with two hands now with one hand it's just saw flames above that's in slow-mo here's a real real speed and you can probably tell as well that my player is being moved backwards that's because this is entirely connected to the character body as well which is what the node team didn't have now of course they can't do it very easily but he's working on so of perfecting every little bit this entire will this entire demo was created in a day yesterday so watch this point it down and I get shot upwards because there's a force being applied and I'm pumped flying upwards so here we are in slow-mo I'm flying back down to guns watch this I get thrown about quite a lot so if I jump it really pushes me back and of course if you let go of these they really go flying so let's grab some of these Mach tens or whatever they want to call them it's no more of course you can go all Max Payne on it and of course in my games you can jump so let's have some jumping going around yeah Ben got stuck in the wall there and again slow-mo I absolutely love this man let's throw those away and see what we can do with these nice golden oh you know what whatever ones gold ones now let's do some sort of aiming in slow-mo [Music] very boring video I don't care it's very very fun to actually build this stuff and very very fun to play and we have a t-rex just for the fun of it and a video goodbye [Music] diff --git a/research/sources/nimso-transcripts/cets0eIn1HA.txt b/research/sources/nimso-transcripts/cets0eIn1HA.txt new file mode 100644 index 0000000..cf65c83 --- /dev/null +++ b/research/sources/nimso-transcripts/cets0eIn1HA.txt @@ -0,0 +1,3 @@ +# Walk-O-Motion VR, Physics Characters on Physics Ships (cets0eIn1HA, 405s) + +new Sony welcome back to another via physics video today we will be showing physics on physics yes weirdest thing I've ever said so I'm standing on a ship as you can probably tell nice ship with my own nice sails there right if you're wondering where I got this ship from I don't know it's from some Nintendo game somewhere anyways obviously not gonna be read so don't ask for it yeah this ship is actually sailing these are all physics objects as usual you probably notice the character body as well no walking animation yet but it does have that sort of I came ocean also a little bit glitchy on the hands yeah the animation systems a bit dodgy anyways this ship is entirely physics including this the drive stick that I put over here right so let's some movement and I can actually walk around while this ship is moving this is completely physics and I'm not attached to it in any way this is 100% me standing on the physics ship so let's get moving [Music] speed it up and you can see you are actually moving while I'm standing on the ship all 100% physics will impede our plan of life you can see these ropes that I hung off the edges just to make sure that we can actually get back on if I fall off and well there we go a lot of bullets in there that's the animations by the way look we're gonna crash we're gonna crash and you can see I'm not actually grabbing on to any of this I'm just sort of pushing it including this look I just saw push it I don't need to grab it let's not crash and let's just go nice and slow so that we don't get to the edge real quick I can actually move around the ship you can see it moving over there and we can go through the crow's nest while the ship is moving mm-hmm so you can imagine this entire thing in multiplayer or anything else you want to do like for example if you wanted to build a space game with a ship a spaceship and you can see we're moving while I'm standing on the ship on the crow's nest and I have full physics controls let's get down there right it's extremely relaxing this by the way that's all I've got for this this update today this week's been a bit slow also I'm working on some really annoyingly complicated things which it's not really complicated as much as it is just time-consuming things like these flippin eye care systems I just downloaded this character off the net by the way he's not like he's just sort of an ancient looking character it's just straight of turbosquid or the SS store or somewhere I don't know but you know it fits the purpose I just needed it for testing so you can imagine if we had a full multiplayer game with other people with their own ships and we had sort of cannons here we had this guns like controls all over the place all while moving one guy controlling your shift one guy at the front one guy at the top telling you what's going on I'm sure my had a sword around here and just hit my wall with my controller there I know we're gonna crash we're gonna crash crash slow it down in fact let's stick for this area here let's crash on purpose and I can show you that while this ship is moving I can actually get off it and no swimming yet and you can see it is actually dragging better catch my ship while it's moving oops oh yeah nope coming yep while the ships moving I got off and I got back on I climb in this rope which is swinging about all over the place cuz the ships crashing into that that's if you're wondering if I need to climb all the way up I do not need to do that I can just swing over yeah there we huh oops nearly fell off again [Music] whoops again and we're back on the ship that's about all for this video actually I'm about to fall off the ship so let's just tip it let's tip it let's go full speed ahead and you can see everything will start falling there's everything falling as we dip our ship probably gonna crash everything who cares it's not a real ship this is why they'll never let me be a captain anyway that's what for this video go bang diff --git a/research/sources/nimso-transcripts/dEl1M2UK2Is.txt b/research/sources/nimso-transcripts/dEl1M2UK2Is.txt new file mode 100644 index 0000000..a7ccde2 --- /dev/null +++ b/research/sources/nimso-transcripts/dEl1M2UK2Is.txt @@ -0,0 +1,3 @@ +# Project TX - Next Gen VR Presence System is the future! (dEl1M2UK2Is, 699s) + +[Music] it's me NIMH Sony welcome to project TX what is project TX project TX is the codename for the final game that I am making that is the first game I will be using the full hybrid presents physics based system for VR that's what you're looking at right here right now what you're seeing here is a full ragdoll character body and you can see when I pick this box up here a full ragdoll character physics body interacts with everything in the scene including the feet and everything so if I sort of walk into this you can see a feet actually push it along as well so everything you're seeing completely physics let's switch over to first-person view as the camera that you were looking at I know it's a little switch over the first-person view and have a look at some of the new interactions that I've been working on so this system is now getting ready for actually being implemented in a proper game and it's sort of much more stable much more interactive and realistic now and accurate when I look at the actual interactions so you can see I've got a new grab pause system which works properly and I'm able to actually create these grab bosses based on all of the grubby objects like these weights over here like the camera over there that guns over there and these axes of course I have got a full sort of pressure based sliding system that goes along these grabs as well and of course you can see if I switch over to third person you can lean these on your actual body as well you can hit my head and of course not only my head but you can actually hit the table and stuff and of course that's a full physics joint as well so let's grab this and take it out and plunk it over there guns of course do also work which I can reach over you can see that they've got recoil usual business usual business in fact if I go in slow-mo oops you can see the bullet fly in slow-mo yeah that's cool in fact if I turn over to a camera here and try and shoot just past it you can just about see the bullet fly past it really cool you stay there let's have a look at how guns are affected by a full physics ragdoll body now this is stuff you've probably seen before in another project maybe but you have probably not seen it in third person so let's have a look at it in third person first off usual business a gun using one hand of course the recoil is going to be pretty obvious as you can see pretty obvious recoil there however if I lean this on my body you can see it actually leans on my body now you can see the recoil has been limited and of course if I hold it with two hands then I can't actually lean it properly on my shoulder and you can see now how realistic the actual guns work now they function really really well really really well and of course you can sort of lean this on your body and grab it however you want to grab it so if you want to grab it like this you can do so pretty cool stuff pretty cool stuff let's have a go at something else now if we move this camera over to here move out box plonk it there and then go over here and some waves so firstly of course let's have a look at these weights by themselves you can see they are pretty heavy my characters not really able to lift them up well when you have a look at it in third person you can actually see how it impacts the entire character body as he tries to lift it there we go nice and balanced or kind of balanced yeah you can see how it impacts the entire character body because the whole rag doll is doing the pulling and pushing let's pick this up from the end here and you can actually see how it's all drags me along as I move it about it's really pretty cool there we go you can see everything as it impacts the character let's have a look at something a little bit different some pretty simple stuff that you've seen in every game but it's never really done very accurately because we night we like to simplify things like these doors our doors of course they don't work just by pulling you can just you can try and pull it you can see I just detach from the door however of course if I turn the handles down it unlocks the actual door which is a physics door completely physics there we go and it closes and there we go really cool so of course we can do that from this side just walk in and close the door there we go clearly can't even push it open but of course we just have to put the handle down and there we go nice and easy pull brilliant stuff pull really freaking cool well that was the worst throw I've ever done let's pop over to that side now and have a look at some other stuff indoors everything hello right here we've got a broomstick pretty standard stuff let's turn that round and throw it away we've got a nice teapot here I call it a teapot even though that's technically not a teapot but this is the kind of pot I would use to cookie anyway I like to make the on the on the stove so I don't do it in a kettle but here's the thing with the pot is that you can actually do this if I get the angle right there we go there we go you can put my head into the actual pop pretty fun and because obviously these things actually work like they should so you can just pick up a bunch of guns drop them in and we've got a basket full of guns there we go nice and fun you can drop this in there give you put that in there nice and easy hang this one over on the edge goodbye Mpho and there we go nice and easy I've got a basket full of things fun let's have a look at one more thing before we go Oh like I said this is gonna be the quick short video just showcasing some of the basic functionality of the system so here I'm going to actually move this camera and get over this thing yep all of these boxes are physics boxes so it's gonna be a little bit difficult to balance once I get higher up yeah there we go just climbing up my body up and you can see they will wobble really easily you see the whole floor starting to wobble no don't the camera here Oh tracking losing tracking there we go there we go see I'm up here now from the camera hello and I'm just gonna jump down wow yeah I made it climb up over this little cliff ledge here and we can see one of the problems with being vehicle so here we can see the actual ceiling is a little bit too short for me to stand up in this little gap here but that's okay let me clamber in and you can see because I'm a rag doll I'm able to just sort of go underneath of course if I try and stand up you can see it doesn't really work very well so I'm just sort of clamber through and now when I stand up here's the wall and see I'm clearly too tall provoke under there and that's because having a full ragdoll body completely controls the way you interact with the entire world including the actual static objects in the world and of course the interactive objects in the world like ladders and whatnot and of course ladders do work properly as well yeah down we go so you can see here I can lift the ladder I can put it down and I can just climb up said ladder nice and cool and of course I can just put my arm through put my arm through and just wear the ladder as a sort of uncle thing did I just say uncle whatever anyways there we go you'll see one more swing young I mean swing the ladder here and I can just solve climb up on top of the cliff a different way nice and cool and that pretty much shows little bits of paths that I wanted to show in this video a very quick showcase of a fully interactive character body that is now much much more stable than it used to be hello down we go we try and get these boxes and we cool get that camera back oh there it is there we go we can just put the camera over here sit there as we get off me box we go and thus ends this video pretty cool right so have a look have a look out for the project TX videos coming up soon where I'll be showing more and more of this game now the game itself is going to be a bit of a short short short game it's pretty much just going to demonstrate the the physics system to the players and of course just the ability to sort of move around with physics and interact with the world there will be enemies the enemies will be physics as well of course and of course you'll be able to dance thanks to the physics based character body system there's no I K there's no animations nothing it's just your physics fun mm-hmm and of course there'll be index indexable as well thanks very much for watching look out for the next one goodbye [Music] diff --git a/research/sources/nimso-transcripts/dhTpDjtN930.txt b/research/sources/nimso-transcripts/dhTpDjtN930.txt new file mode 100644 index 0000000..0751dd1 --- /dev/null +++ b/research/sources/nimso-transcripts/dhTpDjtN930.txt @@ -0,0 +1,3 @@ +# HYBRID Test Chamber - VR Locomotion Tech Demo - RELEASED - (dhTpDjtN930, 1455s) + +it's me Nim Sony welcome to the hybrid test chamber this is the hybrid Locomotion testing system uh which I built uh you can see quite a lot of things in this little room here this is just the menu just follow the little instructions there it's the usual uh thing that I do where you just sort of have the little reenter button in this case you just hold the menu button this time around and then click the little button and you can see here as you can hear what that guy says this is the primary test chamber which is test chamber one and you can see quite a lot of things to mess around with all physically based and of course little zones that you can test things out out in let's have a very quick look at the actual instructions menu here um instructions boards uh there's these little in info screens just sitting around around everywhere some of them are actual buttons little panels that you can trigger uh so you can see here uh my tiny um model shows you the the way so this is tutorial tiny over here he's quite chromy so he's very shiny you can see reflections of everything behind you and of course you just follow the little instructions so you can see uh left analog stick just moves you of course and if you sway like he he's doing there you get that little walk motion that I've added which is all to do with the the whole hybrid system and of course the running you just saw of jog like so in place and it all very much Works quite well I've uh worked a little bit on the actual directionality of things so even when you're pushing like this you still move in a direction that makes sense like you can see here you can see panels here for resetting the level and of course switching to the other chamber which is another test room which is a lot more um efficient in in terms of performance as well so this room's quite big it's got loads of stuff in it and a lot of problems problems with that if you don't have a good graphics card so of course let's have a quick test of the guns all the usual stuff as you've you've seen in every game before but this is of course full physics so you can see everything pushes on each other and of course you can see here that I've got a new sort of Animation system as well and you can see slowmo as well I love playing with those bullets so you can see the bullets actually do act as full physics objects this time so you can see and you can hear them as well it's quite fun to hear them um you can see here that I've added a grabby system for the second hand as well which works at that single grab point that you're on so you can see here and if of course if I move my hand too far away it disconnects so you can see here even though I'm holding the grip now you can hold both grips with your trigger and your grip finger and of course that no longer grabs things so you can use that as a sort of punching mechanism okay let's have a look at the recoil differences when you're holding with two hands so here is with one hand you can see and here's with two hands a lot less and that's simply your physics entirely um I've got quite a lot to go through so I'm going to rush quite a bit of this you can see that the trigger system works a little bit uh randomly on on other things as well so it it's actually a grip point and Trigger trigger system for each grip point and yeah there's quite a lot going on here um a lot of Corde going on so you can see here torch lights work and you can hold them on the other end to actually hold them backwards and of course if you hold them on this side you're holding them forwards like that let's have a look at a two-hand weapon so you've got multiple grip points which work quite nicely and they have this sort of uh pull towards the direction that your main hand is facing mainly it it works quite well I haven't got a shoulder system yet but of course you can just place your hand behind them anyway so let's have a look I'll use my left eye for that because I think the recording will be showing the left eye uh the hand tracking on the second hand is not perfect yet um in terms of animations and stuff uh the actual position is pretty good uh but yeah you can actually hold a single point on anything anything that you can grab like the end of that you can grab with two hands anything that you can grab you can grab with two hands so here you can basically hold the gun in three ways um o I forgot to fix this little trigger here you can see is wrongly triggering with the main trigger anyways here you can see the recoil on this gun pretty heavy when you're on a single hand hold it with two hands you can pretty much aim and with with two hands on the correct positions you can aim properly of course you do get a melee actual melee hits as well I've got a not so working oh well that needs fixing works on the oh there we go oh there we go I don't know why it wasn't working just then but it is now so you can see here uh still not working properly okay I have no idea what's going on with those anyways the the scope was working I think it's just not working in the build um I'm going to release this as is for now and then I still need to work on getting the steam VR version working as well so it'll be a few days since uh till I get that these are all custom models um well most of these are from the asset store this is a custom model that I made so it's not uh ripping anything from an actual Halo game and you can see here that I do have gravity on the actual bullets as well and you see them actually falling there pretty cool so let's have a look at everything else here we do have some sort of Nerf style guns and you can see the bullets are actual physics objects so you can actually hit them and you can even shoot them in air oh I actually hit it there so it's quite quite fun to play around with that and of course let's have a look over here which is the test zone so we can grab some like this and yeah that scope is really messed up I don't know what's going on with the scope these umps are pretty fun to play around with let's have it with one hand over here and then doors of course work as proper doors you can grab the handle a little bit of uh problems with the rotationality on the handle grabbing there and of course you can run you can jump go in slowmo and of course aim properly if you want to here I've got a little hit Force testing system which is entirely for for testing the actual force that comes out of a of a weapon and you can see here 10.6 when I'm standing here watch what happens as I go further you can see how the actual Force gets weaker over distance and that's because the bullets are actually they they've got gravity they've got drag they've got actual distance on them and that affects damage that affects everything as well so it's quite cool quite cool thing there um you've got a selection of weapons around here let's grab an Uzi and look at the secondary um grab point system which is on these kinds of things like this now this is an actual physics joint it doesn't want to go back uh it's an actual physics joint which means that you can just push it up and of course it actually pushes down again like that uh but that you control that by using your main trigger rather than your index grabby trigger uh not index uh your middle middle trigger there your grab trigger which of course grabs the weapon in two hand mode so you can do that um like I said the shoulders don't work yet so nothing there to actually work with let's grab uh let's grab a silenc pistol just for the fun of messing around with that and we'll have a look at these little things here and you can see here a map selection system just for this uh little area here ignore this one for now we'll uh mess around that with that in the second Zone when you press reset you get these Targets in here resetting their positions so you can and you'll see that they change colors as well the main character body which is this light here you can see stays Blue and while I shoot him it changes color and that's his health these on the arms you can see are red now that's because he's reacted to me and you can change their reaction time um on the panel outside of this area so you can see here a blue uh light that's because I finished him off before he reacted I can't believe I missed a head shot from that distance and of course as you saw in the last video you can just smack him right wonderful anyways that's that let's have a look at something else so you can see here we've got a a selection of maps that you can try out um and of course we can try something a little bit more cool of course cuz we've got a physics system we've got swords as well let's have a go at this uh leave it at 2 seconds reaction time and you can see the swords do actually work uh not very much space to swing a sword in this room of course a little bit of a problem with the bullet holes staying when you switch room they're not supposed to do that yeah it's qu quite cool here now I do have some zombies to test this with and they are full dolls as well uh no stabby system yet with the swords whoops don't know what happened there let's have one more through here and then we'll mess around with another Zone as well I've got quite a lot to show O I run into a wall there there we go that's that and um get rid of that let's have a look at this here Zone here which is pretty cool you'll also notice these things here and you know what those are and you can actually see the line that they draw um the sounds aren't very cool yet um I don't have any of that sort of wiy wiy sounds that you get from a normal lightsaber and you can see there's none of that uh going on they're just literally just physics objects with a a blade coming out the front you can see doesn't hurt me of course now they have a second grabby point and you can see that doesn't actually switch them on there's actually a switch on the top here you can see my finger presses when I switch them on and of course you can hold it like that if you want to you can hold it like this if you want to which is a terrible way to hold anything and of course we've got a bunch of other things to test with like so there we go but that's not what I want to show on this area let's have a look at the gravity field I love this so literally a anti-gravity field here and you can see you can just mess around with things now they don't actually affect bullets yet which is a little bit of work need to be done there let me just grab another one of these and you can see that they are actually just sort of hovering in air so let's just stop one there we go you can see it hover and of course I can hover too I have a little jump boost system where you just sort of press jump once you're in air and uh you get a little bit more of a boost and that goes uh up or down if you want to as well let's have a look at the objects here now these are actually quite heavy but obviously with no gravity it's pretty easy to mess around with them and of course the tank as well very very heavy tank you can see I'm starting to lift it now this is actually a rag doll well not ragd doll but it's got an actual joint for this bit here so you can see that you can actually turn the top of that uh and then of course when you switch it off the gravity fi off let's have a look at what happens you'll see the tank fall a little bit as well and you can see all the uh little things falling as well anyways let's uh go over here uh what are we doing now so that's that's the gravity zone of course if you grab a a gun with actual bullets yeah you can see the bullet cases are affected as well there you go you've got floating bullet cases and a of course floating guns it's quite a lot to to mess around with here so this is all released by the way as well I'm going to release it on H.O for now you can see bullets just flying all over the place and of course you can actually oh if I was aiming well you can actually hit the bullets while they're in air anyways that's that [Music] area now these things they actually these targets they actually um allow you to sort of see whether you've hit them or not by uh sort of scoping out when you hit the center you can see they actually s of pull pull out and they're fully physics as well nice and fun which is fun and of course these guys here just for little bit of melee testing a little bit of melee testing of course we've got golf clubs to smack them with and we'll have a look at the actual golf course in a minute um I have got a bunch of other things to mess around with so you've got like a hammer here which works quite nicely a little bit of a a test zone here for movement let's have a look over here so jumping a burst a burst step obviously I showed that in the the other video where you can just very quickly switch movement speed and then of course let's have a look at the jumping thing um press jump to jump and then burst and jump and to actually jump further a little bit here blah blah blah let's have a read of this jump boost when you're uh when you're in air press jump again to boost in the direction you're moving there you go you just press jump again and and you can actually make the jump anyways that's the end of that area let's have a go over to T chamber two test chamber two and you can see everything here all laid out for you nice and um neat and of course this is sort of the performance uh test chamber because it's a lot uh cleaner a lot neater and of course you can test all of the little things over here and we've got a little Golf Course here as well I'll very quickly show you that uh not very good at this it's um it's a little bit difficult to work with cuz it's not I mean most games that are made for golf are uh probably not completely physics based anyways oh brilliant just brilliant just flipping and you go get through I'm going to cheat I'm going to cheat there we go yay I got it in right okay um let me just reset so you can see if you just tap your menu button you get the uh sort of menu here and you can switch anti-aliasing on and off and of course you can change the render scale as well this is just for people who have a little bit of trouble with the performance um cuz I I don't I don't really know how bad this will perform or how well this will perform on any other computer the other thing you can do if I switch over to this map so there's not much on the ground you can spawn some zombies so this is an auto zombie spawner and you can see these guys are actually ragd doll so you can sort of push them away from you get off me yeah that's what you get there we go um yeah and that's uh that's sort of this area here of course we can test a bunch of other weapons so this has a little sort of uh torch on the end of it that you can click switch on quite a powerful weapon this ooh and of course you can see that I jumped into that Target area there if I uh release that and move over to dark mode this is pretty cool so it's test chamber too it's the same test chamber but in the dark and of course you can see some of these weapons have a secondary trigger which is when you're holding it with a second hand and only when you're holding it with a second hand you actually pull the trigger on the other hand and you can see you switch a torch on and off if I pull it with my primary hand of course you fire the gun and of course there's another torch here so you can hold that that way and sort of do it like that if you want to and of course when the gun hits the back of that it prevents The Recoil as well so you can sort of hold it like that and prevent recoil in that way as well but I just gave you some weapons with actual lights on the end of them as well um but for now let's just switch on a bunch of zombies there we go um yeah let's go with seven or something like that and you can of course grab a sword and see um they don't really know how to climb up that ramp um they're a bit confused they're not very well made I I made them in a couple of days really the programming for these guys and you can see the swords and stuff don't cut through what are you doing um but quite fun to mess around with yeah boom now when you um actually go to the menu that moves the game super super slowmo so you can of course mess around with guns while you're doing that as well as well and you can see that I can use the torch on the end of the M4 as well now you can switch um up to uh 20 of these zombies all at the same time so they Spawn from those uh rings at the top there [Music] o I love this and you can see not very easy to handle when you're holding in one hand oh oh get off me you that's what you get yeah so that's uh that's this area here and that's pretty much everything that I wanted to show there's obviously a lot you can do with this just to sort of mess around with it and everything crashing into this area here and uh yeah that's that's pretty much you can see here Silver Ballers and stuff I've got a a long uh long one here and a short one there uh they are pretty similar of course you can see the recoil difference on them and the way I've done the bullets and everything these are actually oh this one's actually got another Point here for the for the stock and the way I've done the bullets anyway is that they are all actual uh sort of weighted bullets and stuff so the actual speed affects their Force which is what that testing thing earlier that sort of Target board in the other Zone was uh it was for testing the actual forces coming off each of the bullets and it's literally speed based everything's sort of speed and physics based there's no sort of damage multiplier on the bullets themselves well there is a value for that and that's for for things like uh like this here which of course doesn't do much physical Force whereas other things do clearly a lot more physical Force um but anyways that's uh that's that of course you can go around punching the zombies if you want to um uh the reaction time is not for the zombies it is for the testing zones here and of course you can go through there with uh let's say we've got uh one of these with a torch light on and you can see this looks pretty cool in dark of course you can see them with the light off anyway in fact you might be able to see him better with the light off but uh yeah that's pretty much that that's the end of this video to be honest um go ahead download it from .io and uh and and try this try this out just just try everything out see how it is it's not fully completely completely perfect yet everything's a little bit glitchy sometimes especially the small objects the sort of golf and stuff all of the little physics objects it's all a little bit glitchy but yeah have fun you can mess around with everything in this place thanks for watching goodbye diff --git a/research/sources/nimso-transcripts/ecgiV9hFbdQ.txt b/research/sources/nimso-transcripts/ecgiV9hFbdQ.txt new file mode 100644 index 0000000..2f5de16 --- /dev/null +++ b/research/sources/nimso-transcripts/ecgiV9hFbdQ.txt @@ -0,0 +1,3 @@ +# PROJECT TX - LEGS DAY - Exercise in VR! (ecgiV9hFbdQ, 1068s) + +it's me named sony welcome back to another vr video today we are back in project tx and actually it's quite nice to be back in this uh in in the old gmod sandbox area as well pretty nice pretty nice now you'll notice immediately that we are looking at two views today one down here uh which is the real me hello um yes anyways and that's for a reason today's video is not particularly about the game but rather about more real world stuff um as you probably noticed by now that i tend to use uh project tx for uh more than just gaming i tend to use it to test things in the real world but real world ideas and logic and mechanics in terms of physics but one of those things is about exercise i've also done a lot of this in terms of accessibility and just general purpose movement now locomotion is one of the things that i focused on in vr from the very beginning and what i did with locomotion originally was to allow me to move around as naturally as possible didn't work out so well and over time it's become something pretty pretty cool where i can actually walk around and jog around in place to get movement speed control um basically what uh what spawned this video was uh i recently went home for um for an occasion and um pretty much 100 of all of my professional wear did not fit i mean trousers shirts jackets waistcoats literally all of it 100 failure rate so yeah i put on one of my most recently bought jackets right where i kind of bought it and it fit pretty well and then i put the button on and as i breathed in the button fell out uh or should i say shot out yes wonderful and as you can see yes unfortunately little bit of a belly here now the weight should look like this but it looks like this so that's a problem and uh that means that i have been missing out on legs day right so let's get some legs day going on uh in vr um wonderful idea i had so let's have a look over here let's see if it actually shows yes so you can see here that we've got a course uh an obstacle course going from this side of the world all the way around to that side actually so let's switch over to my camera mode so that you can actually see the whole course and we'll get running it now i was working a little bit on a small mechanic to make this a little bit more aggressive in terms of intensity uh but um yeah that didn't work out very well let me just show you what it was that's actually the starting point there but we'll skip the run for now i am absolutely tired already because i've been testing this a lot uh but i'll show you the the little mechanic that i had added which i'm not going to keep with so here we go it's called real jump uh it's just a quick test when i originally started making the locomotion system um one of the things that i did was allow for a real world jump mechanic where in order to jump in game you had to reach the actual jump threshold so i'm just going to hold the cable for this there you go so you can actually see how much i jump in in real world in game right so here's my actual jump let me switch this off here you go there you go pretty regular that's me in reality switch it on and watch what happens and you can see in game i actually get a real jump except i'm absolutely knackered from testing this this is excessive and also the the main reason why i didn't actually keep it ever since project tx and more recent more earlier games locomotion system tests was because there was actually a video wherein a certain someone named sam went and took his vive controller and smashed it right into the ceiling corridor digital i am looking at you try reading the instructions next time my friends all right anyway let's get on with it right um now i should be uh mentioning as well the crawling mechanic i'm actually going to try and avoid using the crouch analog stick for this but uh it'll probably work out quite well where i don't actually i can't actually do that but there we go so one of the things to to mention as well there we go you'll notice that i actually have to jog in place so here's me movement uh my movement me movement here's my movement without me jogging without me any movement right here's me walking speed where this is what i have to physically do so for anyone who's new to the hybrid local system and then hears me jogging right so i have to actually jog in the real world now we're not doing the gym style jog where you go none of that right it's just as natural as i could get it right where you would you would sort of jog like this so there we go we'll just do this section again so there we go you just sort of jog jog and very very natural right very very natural so here we go completely failed that yeah one of the things to notice here is that to actually make the jumps you have to put a burst of movement into your real body because in order to jump and i've been doing this from the very beginning from all of the project tx videos is to jump i can't just push the analog stick up right the the actual controls are analog stick down to crouch and lock stick up to jump but you can see here it doesn't give me any movement right i'm going to work on this a little bit but it doesn't give me any real movement what i have to do is crouch and then push it so i have been manually controlling the jump mechanic in every single project tx video that's how i've been doing it right so i've been actually doing that and of course as you may have played with other games like boneworks when you actually perform the movement in reality as well while performing the analog stick jump you can actually get a much higher jump but of course as you crouch the character control movement slows down so you kind of have to give it a burst in order to make it launch forward this is where the the difficulty came in with the whole real jump concept it became very very dangerous oh complete failure let's try that again so there we go that was a little bit better and i added a new texture here it's just the grip grip texture nice nice looking cool design there for it so here we go let's have a look at the course pretty big yeah i have been absolutely knackered today just doing went and hit the blooming wall just doing a lot of this i've just been jogging around like mad and of course the physics makes it so that you actually have to put some real effort into climbing as well so pretty good for some uh whoops i'm falling over here pretty good for getting some exercise in here man i love obstacle courses [Music] all right so there we go i'm gonna use my real world crouching here which is rather than using the analog stick because that means i have to actually get into the law of law height here oh yeah right is what i mean by getting an actual workout in let's make sure my pants don't go down excuse me it's not one of those videos now let's carry on [Music] that as well simply using your hand like this one hand and pulling down won't lift you won't lift you very hard it'll lift you within the muscle strength here within the strength of your muscle here but you won't get much height out of it you have to use both hands to get full height see [Music] they're getting high getting high [Music] crouch into this [Music] come on oh it's not easy you have to crouch a little bit i don't want to use the right analog stick come on oh i'm going to have to use the right analog stick it's the only way to get low enough unless i go into an actual crawl the problem is this floor is very very hard so yeah my knees are already hurting just from leaning on the floor there oh a zip lined let's go wonderful not a very good jump there that was a bit too much of a jump hit the ceiling oh come on hit the other ceiling actually i hit the wall there [Music] so yeah in case you haven't noticed this is what i've been doing in all of the project tx videos my actual movement in reality has been pretty excessive i keep hitting that wall that's really annoying that's pretty close to the end of it anyway let's do this one more time [Music] so this is pretty much one of those gym videos right uh watching me doing my exercise only i do it in a very different way to any of those gym guys oh right red bar crawl under yeah green bar over over again whoops green bar [Music] huh crouch only goes so far right the fake crouch so you actually have to still lower your body in order to go into a crawl again there'll be accessibility features for that [Music] and just some little simple bumpy testing rod and that's that actually [Music] gotta go touch that wall let's go let's go let's go let's go this is just a jogging area until you get to the checkpoint yes that's not that's not the finishing line that's a checkpoint cable you're annoying me [Music] get your legs up this is the point where i'm doing one of those aerobics videos you're supposed to follow along just get your legs up [Music] i love messing around man vr is my way to do everything right now we're going the other way yep yeah i built it to be perfect both ways come on cable get into my hand you're annoying me yeah i am going to eventually get this project working fully on the quest for full mobile mobile gaming and then cables won't be such a problem and we may even be able to completely avoid the right analog stick entirely even for turning which would be cool unfortunately it's a space issue right now i don't want to be facing that way or hitting that table or that table yeah right a little bit of a depth of depth perception problem there i think these bars need to have a little bit of detail in the texture they're just plain plain bars right now [Music] yeah it's 27 degrees celsius in this room right now not the best time to be doing loads of this but a man's got to exercise and get rid of that belly so getting rid of the belly i shall do and this is where the plan deviates right different zip line red one this time there we go [Music] climb the grip [Music] and whoop that jump didn't work yeah swing on the monkey bars [Music] oh great i went and pulled up backwards [Music] if this isn't getting my workout done then i don't know what is [Music] get out of here cable [Music] how long is this video i have no idea i'll get back up here if i fail and we're near the end now went and felt failed there oh nearly failed again [Music] and we're right at the end now just got to climb that bar and then run the last little bit i think there's actually a lot more arm workout involved here than just legs i need a lot more running sections for this to work properly [Music] and we're done just that last run absolutely ridiculous no i'm joking yay okay okay i'm absolutely naked right that's one run that's one run absolutely absolutely knackered [Music] yeah brilliant uh thanks very much for watching yeah um i'm hoping to add a couple of scenes to the tech demo the tech demo is going to be ready very very soon i've got a big checklist and i just got to get things sorted off and once it's all done 100 uh on the checklist then the game is ready at least uh for for a tech demo to be put out and it'll have a large amount of content so yeah that's uh that's happening very soon hopefully i haven't looked terrible on camera today thanks very much for watching i shall see you in the next video where we'll be cleaning up some mechanics getting the portals ready to switch between the levels and uh preparing for the tech demo to be put out uh thank you i'll see you in the next one goodbye [Music] diff --git a/research/sources/nimso-transcripts/g84iUSVoQUI.txt b/research/sources/nimso-transcripts/g84iUSVoQUI.txt new file mode 100644 index 0000000..aa1925d --- /dev/null +++ b/research/sources/nimso-transcripts/g84iUSVoQUI.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Muscle based Ragdoll System! (g84iUSVoQUI, 737s) + +foreign [Music] welcome back to another VR video today we are back in the project TX Test Zone you can see here the new the new body system here we go and the leg system as well this is all procedural legs by the way there's no animated ones right now I haven't upgraded that so you can see here it just sort of float around a little bit when I'm moving around foreign active as well here we go but I can I can switch it on and off you can see there's a little bit of lag on the controllers when I turn my character body that is one line of code but today's video is about ragdolls this is actually the third time I'm recording this each time I forget to fix the eye uh renderer on here it's now fixed I'm just looking at my there we go when I jump you cannot see the character eyes anymore oh God that was annoying but there we go so you can see here we are looking at some new character models just random character models we've got the tiny as usual this skelly's off the uh asset store here we've got skeleton uh skeleton a skeleton and a knight off the asset score you've seen this guy before and we've got this guy who you've never seen before uh he's his name he's called Mario if you haven't heard of him uh then there we go now you have uh yeah so there we go um just a quick test of the new Ragdoll system really uh you can see they are looking at me it's a little bit uh creepy actually especially when the skellies actually look at me there we go look at these many things skellies and they don't look once I'm I'm far enough um so there we go it's just a quick test of the NPC and AI systems they're all able to actually look around and move around and they are full ragdolls so here we go we can actually push them around and you can see this is the new Ragdoll system it's all muscle based right so this is the same Ragdoll as you're seeing on me with a little bit of folding problems there actually I need to work on that that's not normally there actually it's just a matter of scaling this arm oh my nose is Twitchy today there we go Okay carry on um so new Ragdoll system new muscle system as you can see here they are much more natural looking and they're able to actually balance themselves as well this is all stumble balance and everything and you can see if I push them really really quickly they are still able to hold their balance nicely really really cool and it's actually a lot cooler than that as you can see that my character way and these uh these tinies are about the same weight so you can see the usual right so there is this is my actual tracking and you can see here that as usual my my my strength is not not enough to actually lift the player body just like that you kind of have to use the two arms and actually do that there we go and they all start looking up it's really really awkward I need to work on the on the look system a little bit but the cool thing with that is because they're about the same weight as me it means I can actually lift them up but let's see let's see how they they work so there we go we've got a proper AI system going on here if I can push him enough that I can just make him fall down hey can you turn around there we go um this is ridiculous right turn around there we go turn turn your body there we go and let's try and push him down we managed it right so you can see he tries to balance he gets up as well all very very neat but you can see how difficult it was for me to actually push him down right although their head is a little bit flexible uh it's very cool doing like the the kind of Stranglehold very very cool right I haven't got grabs either so nothing nothing like that but as you can see they do balance really really well as a response to that though it means you have to think about how to trip them over so one of the coolest things about this is it becomes much more natural now in combat watch this sweep what's this sweep again there we go that was better right so you can see I can actually sweep the legs and they do fall down and then they kind of stand up like that right so there again this time forward and he fell down really really cool another way that you can actually trip them is as long as you get them off the ground so if you can lift them with with the arm like this hook the arm and then you can just do this very very cool and you can see how difficult it was for me to push him down but with the right structure we can actually do that really really easily these guys are relatively light and you can see the collider shape has changed here very cool so you can just really easily lift them and trip them over really easy I can actually lift his whole body because they're skeletons right so they're much lighter this guy not so easy to lift so with him it's not so easy to actually trip him but I managed to anyway a little bit of lift is good enough here's the cool part though each of these characters has actually got the ability to move so there we go I've actually got a nav a nav mesh on this on this land here on this test world and you can see here Mario is able to walk around yeah you'll have to excuse me I'm a little bit Twitchy today but there we go Mario is actually able to walk around now Mario actually has trouble walking upstairs because he's a little bit short and the character controller is not updated correctly the ground grounding system but you'll notice he will try there we go he managed to do it on one set of stairs he just about yeah he always has trouble with that last step come on up you come he made it he made it there we go Mario made it up the stairs and now uh he's going down he's a full Ragdoll as well it's really cool because what I can do is I can just set these guys up and they all use the same Ragdoll system [Music] they will use the same Ragdoll system and the same pathing system and everything right so there we go the same AI controls it all just works but some of them are set to walk some of them set to run let me show you this where's red guy red guy he was right behind me I thought he figured out uh he figured out who he was and uh became became a living AI right so there we go red guy you can see actually runs and he's he's overshooting his Target positions there trying very hard to run and you can actually see how all of these characters are able to properly handle terrain that he's trying to figure out oh he's falling down uh he was trying to figure out where I am [Music] blue guys figured it out properly and you can see they're just able to get pushed over properly very very nice you are going to stumble down there we go it's beautiful the the Ragdoll system really works like it really works exactly how I wanted it to this is going to be so much more fun when I've got a proper combat combat system give them a little bit of strength I'm actually working on tension controls in the Ragdoll muscles so that's going to be even cooler where they'll have the ability to actually strengthen their tensioner and at any point meaning they're going to be relatively loose when idling which right now I'm just going to make some of them stop moving here for a sec there we go and uh yeah when they're just sort of idling they'll be relatively loose instead of like this they're always trying to get back to position right um so instead they'll have looseness controls they'll have tension controls it's all going to be really really cool you can see here the skeletons do the same thing as well so they're able to move around and again one of them will walk one of them or run this is the runner and that guy's a walker and if all it all just works really well this is all very very cool excuse me I really need to eat right so this is what I've been doing on my days off it's been a little while since I made a video so I just decided I wanted to make a quick random video it's very very random but this is this is the new Ragdoll system really working really well actually I can't wait to get proper stuff going now the aim with these guys is that they're going to be able to pick up weapons and use them properly right so they're already able to actually move around very very quickly um here we go let's let's just show you how quick these characters can move uh Mr red guy you are the runner so here we go run run run Rabbit and you can see he's able to actually run at a natural-ish speed I can actually turn his speed up I just need the right animations for his run he just he's just sort of wobbling around right now it's really working nicely and they're still capable all while while they're actually running and all of that it's not like the they're strengthening their grounding or anything like that this is just part of the existing system if I trip him I trip him right so it just works really well it works really well but there we go that's the end of this video really I just wanted to show show off I just wanted to show their ability to actually move around and figure out how to get to places and and they can actually walk upstairs and everything properly this is probably one of the most natural sort of Ragdoll setups I've done up until now with the right animation setups they would really be much more advanced all right guy down you go did he fall Kelly I think Skelly fell oh there we go he's trying to run around yeah so there we go oh there he is he's stuck he's not gonna figure that out but there we go um yeah wonderful absolutely brilliant brilliant new Ragdoll system there we go he's gonna figure that out now so yeah hopefully um you can see the potential here for what this stuff is going to be like they're all very very balanced they're all very well to do and very controllable as well with the right AI system this is going to be awesome you can see they're able to actually walk up here and of course we know what I'm going to do we're going to just do this hey you dare to get past my push oh and you've thrown me off how dare you um but there we go thanks very much for watching I know this has been a bit of a ridiculous video uh it's just a quick test of all of this random stuff he tried to stop so he fell down the road the ramp here that's about it yeah it's a tiring video it's halfway through the week that's how it is I've got work tomorrow I'll see you guys in a bit uh so thanks very much for watching I will see you in the next video goodbye foreign I said goodbye [Music] diff --git a/research/sources/nimso-transcripts/hnktOL1Idw0.txt b/research/sources/nimso-transcripts/hnktOL1Idw0.txt new file mode 100644 index 0000000..978ec45 --- /dev/null +++ b/research/sources/nimso-transcripts/hnktOL1Idw0.txt @@ -0,0 +1,3 @@ +# VR PHYSICS based ARCADE! - Re-Mod - Walk-O-Motion (hnktOL1Idw0, 396s) + +mmm sunny welcome back to another via our video today we are doing some random physics in the gmod place yes so what's it called flat lands flat grass who cares it's the one that I rebuilt but we have some cool things here so here is a nice little box it's actually a camera what is it doing it is sending a live feed through this here phone tablet screen whatever anyways you can put this here you can see if I move the camera and what have we got here so here we have some arcade buttons and sticks really cool really cool this video is going to be as random as I can get it you can see a lot of random stuff a bit of water physics going on there if I place this here camera you can see I can move the screen around of course this is all physics as well you can see if I put the camera facing at the screen it gives you that effect that we all love these are all pressable buttons and stuff now then what I'm going to do here is I'm going to take this camera with me and we can see here that we've got a little vehicle it pushes about and I've designed it specifically so that if we take this camera here we can actually fit it in this slot and now you can see that the camera is seeing this hello you can show the director right okay so anyways here we go we've got a moving vehicle and of course our arcade sticks are connected to the vehicle yes these are all physics based arcade sticks as well so here we've got a camera a screen that it's connected in our car which of course is controlled by our sticks a blue one turns him the red one drives him so of course we can now looking at this screen here there we go we can do this and you can see him driver and driving along that can turn him around this is all entirely physics based and I've got a button that makes him jump a little bit you can see in the screen as well let's turn him a little bit get him over here turn him a little bit more come on oh we fell down jump he flips over unfortunately the camera has got let's take this here with us when it's me and of course we can wave to the camera anyways the way you go car we've got more to show is that upside down no it's basically used as a phone so if we were to put this one to the top you can see all the water splashing of it boom right now for something specifically fun take an object like this here ball with the other red ball it's probably fallen down pakia mmm hey mommy yeah oh yeah yeah ha ha right so you can see here these two have the same material clearly the same material same color and everything but let's put on one under the water and we can see here it has gone all pretty cool and I'm pointing my head in right away from the sensor there you can see it even drips water pretty cool pretty cool stuff is here as well everything everything can be done like that everything like this mm-hmm like I said this is gonna be a very very random video who cares I do not now doors of course work very physics see these guns are very specific so usual guns problem you can shoot blah blah and of course they've got a little bit forced pushing you back however these have a lot of force and you can see if I hold them like so and this one here wrong side there we go now I've got them held like so I can fire and we are flying using powered guns mm-hmm remember this is entirely hand grabbing physics it's it's there's no fakery going on here and you can see in the shadow that I am firing guns whoo yeah I gave them some really weird-looking trails and of course because you're firing guns they also create this smoke so if you're flying backwards you can see the smoke trail let's fly forward here [Music] and don't yes straight into this little building whatever yeah all physics home for fun I mean a lot of fun here these don't get all soaked wet but they do bounce the water off yeah just having fun yeah just having fun testing a bunch of random things with just physics um I've got some updates coming from the Slayer game which are gonna be incredibly fun where is the car gone who cares oh there is she can basically flow because the jumper doesn't detect ground drive long oh and he's upside down well that's pretty much the end of this video goodbye [Music] diff --git a/research/sources/nimso-transcripts/hxU8O5GCnF8.txt b/research/sources/nimso-transcripts/hxU8O5GCnF8.txt new file mode 100644 index 0000000..c6a463d --- /dev/null +++ b/research/sources/nimso-transcripts/hxU8O5GCnF8.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Ragdolls & Grab Upgrades (hxU8O5GCnF8, 1019s) + +[Music] it's me NIM Sonny welcome back to project TX I have been working a little bit more on the project and you can see there's a little bit of new objects to play with a little bit of things here there and everywhere it's not a big update I know that it's been 2 weeks since the last video but it's not very big update on account of I've spent most of my time cooking or learning to cook actually so yeah anyways let's get on with the video so the first thing that I'd like to point out is mr. ragdoll over here has been updated which means he now flails a little bit more and has a little bit more liveliness when he gets up and when he moves around so here we go let's have a look at him when I saw push him around you can see he tries to balance you can see his hands or activating the animations and stuff are still very very simple this is very prototype level animation I've not spent hours and hours like I did with the Mario project or anything like that but yeah so he's just a little bit of a wobbly wobbly guy who of course has had his joints upgraded as well so now when we used the physics gun this time around when you grab him you can see he's a little bit more lively and you can see him flail his hands about and he does get up again proper he looks a little bit better now when he gets up as well and you could see when he's being thrown about he's a little bit more lively as well yeah you can see his hands properly go down there also when he falls off things like this he no longer gets stuck or at least he shouldn't get stuck anymore also and the most important one here is the hands so you can see here no more of that flinging and randomness going on because his hand joints are now strong enough to correctly handle themselves now that's not an increased setting or anything I'm still using the exact same settings so there's no performance difference it's purely just the way that those joints setup weren't completely done by the way that they should have been they can see him flailing about and then he manages to actually get on to the thing again he they are quite strong in terms of his muscle strength so you can see him really flinging about while I'm holding his hand up and you can see he has a little bit of rotational problems in the air since all of his flailing and motion is quite strong on his muscle strength and as a result he just sort of rotates himself in air suddenly when I like go now let's have a look at the actual update here and that is the grab our own system now this is something I've already been using that is just a random just a completely plain object this is one without any grab add-ons or anything special the way that the guns and everything have been working is there's a trigger there's a grab point of course which is where you can grab it and then there's a trigger add-on which is controlled by the system so if I let go of the gun the add-on is no longer function no longer functioning it's not grabbed nothing is running all of the extra functionality to handle this this weapon function only when it's grabbed is that being run and handled and the trigger value itself is checked by the gun itself and the gun system itself runs from the trigger that it detects when I pull on the handle the same thing is used for how the handled how the remove a gun and the physics gun or handle as well however there is more to it because it's not the only bit of data that it can collect it can get more than just the trigger they can also take all of other all of the other functionality available to the overall game so here we have something that I showed in pictures a long long while ago when I was first showing off the the ragdoll level systems which was a long time ago when I first mentioned the name hybrid presence and it is a radio-controlled or in this case script controlled drone so here we are I pull the trigger on this left hand here and you can see it powers up and I can control how much of its power is handled I can pull the trigger fully and it can go really high up or I can slow it down and try and hold it in the air now it also has if I walk over here you can see you it's facing the other way you can see a camera over here attached to the bottom of it and you can see me in the camera hello so this screen here is active and tracking that camera so it means that we can actually see oh yeah so these are rope together I just didn't or anything visible it means I can actually see what the drone is doing even without looking at it so if I'm over here for example I'm standing over there as you can see and I can still see what the drone is doing now the way I'm controlling this is of course the left hand trigger is activating this however the right hand the way that I actually tilt and roll it is with the right hand but it's an accelerometer based thing I pull the trigger on my right hand to activate the accelerometer in accelerometer and while it's in the air all I have to do then is rotate my hand you see so now I can control it while it's in the air so here let's bring it around if they forward a bit really really cool now of course this is entirely physics which means and of course I can I can see it from here as well so here we go and fly it around let's have a look fly it into this blue guy over here hey blue guy where are you oh I forgot I'm not controlling my body there we go landed on his head now it's upside-down of course I can't do anything with it however I can just pick it up yeah we go and then just carry on flying now here's the cool thing of course because it's all Justin and under the physics object it means of course I can't stand on top of it but it's not exactly strong enough to push up and push me up so instead we made a large one so again this is a physics object but this one's a lot heavier and as such the amount of force it's being applied to actually move it is much larger now unfortunately the camera doesn't work properly on this one because I'm still working on switching between the cameras properly because I don't want them all running all at the same time in fact they're not running until you're holding the thing it's not updating if I'm not holding it but as you can see it's the same thing with the same tiny little thruster particle system I really needed to update that before before I made the video and you can see I can fly it however the best bit is I can also stand on top of it oh it's a little bit off balance there we go oh it's hard to control because it's it's obviously balancing weirdly while I'm standing on top of it but yes you can see I can actually stand on top of it while it while it flies which is really cool I love doing this anyways so here's the other cool part about this is where is the physics gun I'm pretty sure I left the key we grabbed mr. blue guy over here stand on there one have fun over here nice and central and then of course we can make him fly and you go hey are you gone oh you're stuck out you come out you come come on buddy come on we yep now here's another cool thing I can do to manipulate this dude ha ha ha these things um I these are the usual thing that I've done before a lot of people have been talking about the spider any sample demo that I've been that I made a while ago and of course the aim was always just to test the system with that these are within the actual project so here we've got project TX full ragdoll character body with the whole ragdoll system and now we've got grapple hooks as well so here we can grapple anything completely physical grapple as well not the rope it's just it's just a visual thing but these are completely gravel and of course arms as well so here we can do this you know I can pull on my hand I can just hold it up like this it's pretty cool so of course we can also grapple this guy's head and pull him along this guy come on along you come we made him do the splits and stand up good boy let's grab him in the hand we yeah I'm sure you expected more ragdoll messing around in this in this video I mean the whole whole projects all about messing around with rag dolls only not the AI rag dolls just me but yeah it's absolutely brilliant you can see there's still some joint problems with my hand which you can get when I pull like that but once you've got two of them I am messing around too much ok ok enough Allah and of course I've got one more thing which of course these can do a similar thing as well but I'll work with that in a moment leave those here for a moment the first things of course are the boosters there we go you can see they push things away and they also push my hands in pretty strong and the reason they're pretty strong is because when you push them down you can see that I am able to actually push myself oh I think I saw assured these in a previous video as well probably the same video as before but this time in the final project and you can see me looking a little bit squirm here were me because because the actual body is not is not strong enough to hold these directly in front of me you see but of course it does affect objects so I can push yeah there we go yeah I can push things and then of course we can just fly around but what's more fun than just flying because flying is is a little too easy to be completely fun but that doesn't mean that it's not fun you can still just do that what's more fun is of course using these things to grapple your way around let's just bring him along just for the fun of it it's it's it's always going to be like this you are the AI rag doll therefore you are always going to be messed with but as you can see I can use of use these of course to climb because they are full physical let's just pull on that there we go I got a little bit tangled there all right let's do this one more time ah there we go that's better now Wickham and you can see that there's obviously a limit to my character's strength it really does prevent me from just magically climbing up walls like that however of course I can still kind of climb walls like this but it's not exactly the same you can see that there's a limitation on how fast I can move up there but what's better is to actually swing on them I love doing this a little bit of a problem there there we go made it made it oh I love doing this yes anyways so as you can see it's all getting a little bit too much more or too much fun and as a result these videos get a little bit longer without that much more content it's just me messing around a little bit too much man I love messing around with this stuff and of course you can take these things anything that's nice and light and my own got tangled around my head and you can just throw things about like that that's let's try it with two hands having the hands get tangled around your body of course you can't do that with this guy cuz he's just too heavy for you to actually it's very difficult to actually drag him around but that's the point the entire idea is to have this physical limitation to everything because as I mentioned with the flying it's not as fun as using rope swinging because flying is too easy you could just fly everywhere there's no fun in it you don't feel the you don't feel the what's it called the adrenaline rush from just magically doing things there's no adrenaline rush in magic however in the physical limitation there's a lot more fun having this guy you know just press a button that he can just magically do whatever you whatever your hand tells him to do doesn't work so well it doesn't feel so cool it only feels cool when you can feel that pull back and you feel like you're actually dragging a physical object around which is so important to me and I believe to VR in the end so again this is not purely about immersion but more about fun and that's something that I mentioned on Twitter recently as well and I guess that's pretty much everything I wanted to show you really I haven't done much updates beyond these little sort of tiny little things but yeah I haven't even updated these things so they're still there's still a mess as you can see still a mess still nothing added to this list even though I've got a bunch of extra things but yeah as you can see yeah that's pretty much the end of this video I've done everything that I can show you really hope you like it so far but there's more to come so what I can do now is once this this sand box itself is going to be the expandable piece which I keep working on and I keep adding new things and experimenting them within not necessarily this world because it's it can load any scene within this sandbox game engine and then I'm expanding and actually making that the main project which is project DX which is the so of gameplay focused thing and then I'm also expanding beyond that and making other types of game modes or small games that require this level of or physicality to them so thanks very much for watching I keep rambling on a bit too much but that is the end of this video thanks very much for watching goodbye diff --git a/research/sources/nimso-transcripts/hzShV7qqbAE.txt b/research/sources/nimso-transcripts/hzShV7qqbAE.txt new file mode 100644 index 0000000..2c633e7 --- /dev/null +++ b/research/sources/nimso-transcripts/hzShV7qqbAE.txt @@ -0,0 +1,3 @@ +# SLAYR - Realistic Upper Body IK for VR + Walk-O-Motion Hybrid Locomotion + Physics Tweaks (hzShV7qqbAE, 368s) + +[Music] new Sony welcome to a very short video today I was just messing around with a bit of I came ocean I've been trying to get upper body animation quite realistic and I think I'm getting there quite well before you say anything the feet do look ridiculous and they are obviously not working perfectly but they do run if you're wondering what this box is here that is you you can see me on the little main screen on the left on the on the left and you can say hi yeah so upper body animations I can see this on the big screen there and a big screen there behind me as well that's the way I've been testing it and you can see it's pretty realistic you know you put your hand up you can see your shoulder moves up and down you put your other hand up you can turn your body quite nice and easily it doesn't look like I'm just wobbling about all the time it doesn't look like my arms are disconnected from my hands the shoulders actually move quite well the hands move quite well and even when you're running when you're walking quite nice quite nice and it just actually rotates the chest quite well so if I do some punches you can see from side view here [Music] as you can see he puts his shoulders into it yeah and of course you can move around you can see his feet move around as well so if I stand here in front of you also the guns don't actually work but I've been messing around with the physics a little bit and watch this this is not supposed to happen this is just because I've broken the latch system a little bit okay back to the future is nothing to admit magic but yeah I'm a wizard well there we go right hmm so I've got some very basic animations on the feet but the hands are what we're looking at here and you can see even when I do even when I do a Kamehameha it looks pretty realistic the entire body rotates as it should and yeah I haven't even got eye case on my feet go right into the ground but yes it's working much better the other thing you'll have noticed is I'm a little bit weird on the movement system that's because I'm working with a new hybrid system for my Walker motion locomotion system it's not just entirely head Bob motion now I'm literally standing straight right now as you can see it looks very weird and I can control walk speeds with my analog stick which is really cool and of course that's entirely blended into Walker motion so here's entirely joystick motion mm-hmm and here is walking slightly you can see it's a little bit faster so here a little bit of walking nice and easy barely even bobbing my head this time and of course then you can control the runs and the jogs yourself of course if I walk towards you and point this in your face anyways yeah even throwing things you can see how it looks quite real it's because of the shoulder motion and everything obviously I don't have any tracking beyond just the hands and the head so everything is completely based on those three things all of the shoulder motion all of the feet motion all of the body's rotation systems they're completely based on just these three things including the arm elbow points which are not perfect as well I've also been changing my physics scrub system so that's pretty much as much power as you can get in one hand that's as high as I can go with one hand you literally have to have two hands to go higher so there's quite some limitations now all those ridiculous jumps in the castle in the last video or take literally impossible with the new system also if you're wondering why I sound a little bit off somehow I literally suddenly got a flu the weather here in England has been very jumpy it's been extremely sunny which is unusual and then very suddenly in a single day we just got loads and loads and loads and loads of rain it was quite cold in comparison to every other day but yeah I literally got a flu in one day it just happens to be the day and this is the big announcement that I left my job I am now a 100% full time game developer oh I might sound a little bit off because yeah but that's about the end of this video goodbye [Music] diff --git a/research/sources/nimso-transcripts/i7F4V9K6SlU.txt b/research/sources/nimso-transcripts/i7F4V9K6SlU.txt new file mode 100644 index 0000000..4a76306 --- /dev/null +++ b/research/sources/nimso-transcripts/i7F4V9K6SlU.txt @@ -0,0 +1,3 @@ +# NEXT GEN VR Physics - New Adaptive Leg System! (i7F4V9K6SlU, 1959s) + +[Music] it's me NSO welcome back to another VR video today we are back in Project TX and we are going to be looking at a new little uh well not new but the proper version of my new leg system uh yeah I just said new again but there we go right um I wanted to look at the leg system today um it's it's the new sort of advanced uh fully adaptive procedural legs yeah what I want you to see throughout this video is that there are no animations at all on anything on the body system like literally nothing the fingers aren't animated the the feet are completely procedural you can see them crossing over I'm going to try and fix that soon but right now everything is 100% procedural it's all just maths and uh sort of uh other systems Going On Here There and Everywhere logic stuff right uh but other than that I did want to talk a little bit about some of the things that the things that were mentioned on the comments in the last video as well um first of a few people mention this a few people a little bit critical but that's expected um some people did say uh this is nothing new this uh this is nothing new in that case uh yes you are correct this is definitely nothing new here's a video from about four years ago where which was the start of this project project TX I put that on my channel uh you can have a look at each of these videos on the channel uh a video from probably a year before that which is uh active ragd doll physics in VR so before project TX but it was Again full full ragd doll physics based character control and uh and a video before that as well which is when I first did physics in VR this is like before before I even had controllers like I did I was using a DK2 at this time um this is the PS2 PS2 controller I'm using in hand and a Leap Motion controller to move my hands for hand tracking yeah so I've been doing this for quite a while those videos all uh I'll put in the links in the description as well I'll put the links and uh yeah they're they're quite old videos but this stuff it took me a long while to actually get it stable so yes you are correct it's not new I've been doing it for years I know you didn't mean that but I'm going to take it as that but there we go um so yeah other than that a lot of people don't fully understand the the physics Concepts here uh so I'm going to switch no not the view mirror I'm going to switch over to my camera view so you should be able to see from my camera view I don't know if you can see the actual oh you can see the actual things right okay so I have this thing called the debug for the for the scale body and what you can see here is the actual in fact I'm going to switch the controllers on is the actual tracking points right if I if I hold this box properly you can see here's the actual calculated tracking uh tracking points that my system is targeting right and uh as you can see it actually tries to match that and you can see the weight of this object is weighing down on my hand so I can't actually hold it as as it as I want it right but if you look carefully you'll see that you can never really see those lines right no matter how fast I move my hand unless of course my controller tracking just completely dies uh but you know you can see here that it's full physics but it's completely tracking like really really fast so it doesn't oh I'm just going to break these controllers at one point uh I'm not not used to using these with the ring above them as you can see in the in the game you can see that I use the controllers from the Oculus cv1 which actually they're on the table there but there we go yeah so you can actually see the speed of the tracking now the way this works is that it doesn't slow things down when you've got a heavy object on you you see if I track perfectly with my hands here you can see that they swing at the speed that I'm actually moving my hand but that's only because my hand is able to actually accelerate at that rate in the game right if I start accelerating much faster you'll see that it it it cannot keep up right so there we go it completely swings out of place so I highly recommend you try this in any little uh world that you've got here in in any VR project you've got where just hold your hand one side and then swing it accelerate it and then stop right accelerate to 90° and stop and see what happens to the object very often you'll see that it just does this which is just un it's just not what I think would happen I'm pretty sure the entire arm will try and catch the weight of this object right and that's because all the strength is in these muscles right so if I drop this here and walk over there whoop you can see here that I'm on a ladder oh in fact I'll not use a ladder woo we'll use this pole so here we go very easily I can just climb like so right one hand easy I can lift my hand really really easy but if I simply put my hand out right and you can see me putting my hand out you can see I can't actually lift it right I'll show you that from the camera come from the camera view uh there we go right so again uh we'll Zoom you in so here we go nice and easy if I put my hand in I can lift my hand really really easy I can lift my body quite easily but with my hand out nope right and that's it's it's all in the muscles here so it depends on how you actually control your body that will determine whether it's nice and easy to climb or whether you can't actually climb at all right and that's just how it is but this whole time of course you should be looking at how the legs move because that's where things get really really cool so let's look at the leg system now right and what's actually going on here let's I want to talk about this a little bit cuz I think it's it's kind of missed out on almost every procedural leg system that exists the way people think of legs is that there's sort of a timer where half the timer one foot is up and the other half the other foot is up right so you think okay you've got uh you've got step and then as it touches the ground the other foot lifts up right boom and Boop and and and it switches foot right but that's just not how it works in reality um well it is but only when you're moving really really slow it's like if you're if you're moving like this fair enough but once you start walking at a natural pace or you start running then things start changing right suddenly my feet aren't always on the ground there isn't always one foot on the ground uh so it's not it's not really this and then switch it's more you start switching about here right your foot is halfway off the ground obviously you can't see this in the game but just have a look at the camera and you start to switch to your other foot before it lands so at that point you have both feet in the air and that's actually what's happening here which is why it doesn't look like my my stepping rate is just increasing right I'm not looking like that's not what we want to do we want to actually change the speed of the feet um not necessarily the speed because humans are lazy as with any other animal and the nature of that is that you want to try and move with the least effort possible which means you're not going to increase your stepping rate you're just going to you know you're going to smoothly transition to uh to to lifting your feet at the same time so that you can actually launch forward bouncy bouncy bouncy right and that's what you end up with you can see it works really really nicely even when I start crouching things look all right and it gets even nicer of course cuz it can handle right actually being on other ground as well so let me switch off the controllers here I'll switch off the debug body as well so now you can just see the real stuff and here we go we're on moving ground and I've been thrown off there we go and you can see on moving ground it looks pretty cool and of course I can follow it and get thrown off there you go really really nice right so this is the new leg system it looks really really good and the The Annoying Thing is um I wrote this system and then I wanted to adapt it for swimming and working on swimming resulted in me realizing there were some problems with the uh adaptation from legs to the hip so there was some trouble with the hip and there was trouble with the rest of the body there was trouble with the shoulders there was trouble with the hands everything got out of place and offset and all of this stuff and I basically rewrote all of the systems right hence it took 3 weeks to write a foot foot movement system procedural legs because uh pretty much everything broke everything broke so I've Rewritten everything right there we go I've Rewritten the entire system which is it's actually much much nicer now you can actually see as I T pause it should be tusing in game right which is that's just really really nice right it should actually be reaching the limits of my arm as my arm is actually hitting the limits and then the same thing going forward right so same thing pretty much hitting the limits of my arms and then even going up right it should be hitting the limits of my arms just there it should just hit the limits of my arms in all directions which is very very difficult to do because in reality it's not it's not just an arm length right as you lift your arm the shoulder moves up and down it lifts and so you have to figure out all the mechanical structures there and get them as accurate as possible in order for the limit of your arm to be to be accurate and with a system like this you need to get those limits accurate otherwise you know you can't move the hand properly because remember the muscles impact how things move but the end result of of course is that we have swimming we and it looks way nicer than it was before right so I've got I've got actual kicking here I can just kind of stay in place and you can see nothing happens but as I kick as I move and you can see the character tries to kick and then of course if I use the Crouch a little bit you can actually start seeing that movement look really really nice right this is beautiful and then of course you can see how it transitions out of the water as well when I simply lift up here grab this and there we go very very beautiful right it's it's all about getting that system really really smooth really transitioning everything properly and that matters because remember everything is physics right everything the whole arm structure is connected to the shoulders connected to the real body body and it's all colliding right it's all absolutely colliding so if you pop over to here you'll be able to and I hope that I haven't got any of this colliding with the camera so the camera should be able to swing right through there you go which means now I can actually just kind of do this uh you might need to zoom in though otherwise I'll just place you there oh you you're kind of inside it but that's okay cuz you lift up a little bit here and what's going to happen here is you're going to see me try and crawl and you'll see how the legs kind of adapt and the whole body fits into such a tiny Gap right so here we go we've got a tiny little Gap here's what it looks like from my view right this is a hand look at the size of this Gap tiny tiny little Gap and we're going to crawl through it right so here we go firstly I'm going to lower my body and you'll see that the hip kicks out quite a bit and I don't really want that it's a bit too much we're going to we'll move you over to there right and maybe you can see me maybe you can't zoom you out there we go you might be able to just about see me and you'll see I'm crawling through and now coming out the other side uh coming out the other side and you can see how the flexible hip really works quite nicely s beautiful it's Absol absolutely wild it's crazy but of course that can only be done when you've got no fakery going on right so there's no physics capsule or anything like that there's no character controller object that is tea time I'll be going in a little bit but that's okay we've got a little bit more to see you know there's none of that fakery going on it's just all a ragd doll and the actual collisions happen on the character body right which is why here and then I can actually lean over things as people mentioned in the in the last video as well comments in in the last video I can lean over things only because the Collision is at the actual hip of the body right it's the actual hip the actual spine the actual chest everything you see is colliding legitimately right it's colliding legitimately as you expect which is why that thing behind me there right is just it's just a a a sphere it's just a ball right but it's a very very heavy ball so here if I try and pick it up you can see in the real world that I'm I'm lifting it quite high right if I put the controllers on o there we go you can see I'm trying to lift it and I just can't get it off the ground you can see my whole body has lowered it's too heavy for me to lift so of course I can connect the Rope to me to to me I can connect the rope from it to my foot and now you can see how it actually pulls the foot long it's beautiful right it's absolutely absolutely beautiful and here's me trying to climb now trying to climb with that hanging off my foot you can see here no matter what I do I just can't climber up right so there we go I try and climb we'll move the camera over to there and try and climb I can lower my body I'm trying to crawl now it looks a little awkward because obviously my my hip is nice and strong it can actually kick out quite a bit but the feet just can't lift right so there we go and you can see trying to move here we go I'm running I'm running nothing is I'm not moving I'm going to work a little bit on the idea of the foot of when when there's one foot able to actually ground itself here but there you go you can see I just can't move properly and things get really really crazy when let's just try and drag this along you know what just come with me things get really crazy when I drop into water with one of these these here right so there we go now you drop this into water and dear and now now I'm screwed right because now I'm going to have to try and clamber out and of course I can't right so there we go what's going to happen now remember this is hanging on the ragd doll leg right which is hanging off my body and it's completely stopping me from climbing over to here right so of course once I drop into water now I'm going to try and swim off and I'm trying to swim up right I'm actually pushing my right hand log stick up as well to get my up my upward kick and you can see I'm not able to actually float back up now of course because we're in water I'm able to kind of lift it right it's it's very heavy but I'm able to lift it and there we go so the only solution now cuz I'm I'm going to drown now I'm I'm literally I'm there I'm stuck this is what happens when you mess with Captain Jack Barrow um uh or or the other way around uh whatever beard this beard the the pirate they will attach you to something heavy and drop you into the water and Say Goodbye so of course there's a solution and you can see it right there in the background we're going to have to pick oh there we go pick this up I feel like a real drowned pirate right now and there we go we've got a really powerful fan which does not look anything like a fan because I'm very lazy and I'm not doing the graphics yet and we just have to get over here and let it launch woohoo it's beautiful right come on Move Along move along just go it's so heavy right there we go just just keep moving keep moving keep moving just pull the ball along so that I can get over here and we can detach it wonderful absolutely beautiful but it gets even more awesome than that because of course right of course this whole leg system is not just designed for me and my height now I'm an eggy boy right and you can see here that it still looks really really good right it's still right so I'm an eggy boy but you can see now it just looks legit right it looks really cool I'm still hopping over these objects I still have the ability to grab things and it just works it just works it's really really cool and then of course we can attach it here so there we go now it's attached to this guy's foot and you can see because he is heavier and he has the ability to move a little bit more right he can actually pull it along quite easily right there we go beautiful but of course this system doesn't just work perfectly with any character model that is very humanoid things get really cool when we take it that side you'll notice that I've actually increased my performance a little bit I've got rid of all the models just showing up I haven't done any performance work or optimizations yet so uh everything is just is just perfectly fine it's it's it's as it is it's all very debugyoshi might have wobbled a little bit there but it's okay that's fine and you'll notice that this time unlike before I can actually move around like a T-Rex and you can see my arms still right so there we go look hello it's me the dinosaur and you can see here that as I run the legs look look about right right it looks it looks cooler oh I don't want to drop in the water there hey you can see this is really cool right so I'm standing completely over the water it's look at where my controllers are right it's just crazy this is it's it's Bonkers now of course when I look down you'll notice that the feet do float a little bit maybe there's a little bit of work to do that's because this is a an unexpected character right it's just not how things would be in reality and of course it gets a little bit Wibble wobbly when I jump because I've done no fixes or anything like that woo and then switch things get a little bit crazy right a little bit weird a little bit awkward someone asked which I I think is is kind of self-explanatory but someone did ask um can you pick up a ladder and then just you know place it down and climb it right and of course of course that's the case right so here we go we've got a ladder sorry camera is a little jumpy there um but there we go can I pick up a ladder and just while holding it in physics right just plunk plunk it down you know here it is held in hand and here it is me climbing right so of course yes you can you can grab a ladder you can climb it and then you grab over here and of course I can show you a little bit of zip lining technically but uh right now we can just wee and there we go right so that way is easier and of course we've got some Physics stuff here woo now I haven't done all of the Ley Ley stuff for when you're swinging around so I could make this nicer but for now it just kind of looks a little bit straight a little bit kind of vertical but that's fine oh no I missed and my arm is going a little crazy I know uh there's a few fixes that are needed a few fixes that are needed for the arms there but of course beyond that it just works really nicely right it's it's all very nice and of course all of this is perfectly fine as is traditional uh with the Nimo project at this point I'm going to have to do this just because you know it's it's necessary at this point all of this works perfect perfectly fine in any form of adaptive system oh let me just get uh get me centralized is this a good place I'm not going to hit the blooming curtains this time there we go right and then a hop and a walk right so there we go all of this perfectly acceptable here you can grab whatever you want and of course as I'm running it all looks really nice right so there we go all perfectly fine F and now I can swim and of course it also uses the the the feet kick based on my movement Direction same as uh same as before right so you can see here I can see my body here kicking and if I don't want to kick I just I just don't do that right so there we go I can kick as I want to and if I just swim down a little bit to that side I know where I am don't worry don't worry I won't crash into the wall and and up we go all fine no problems right so it's it's all it's all beautifully fine it's all it all just adapts properly and that's something I wanted to talk about actually so um let's let me try and move to this side try and get the camera over to Here There we go full body tracking so another person asked about that um what is the point of doing all of this derived stuff why don't we just use full body tracking you know know we just need new hardware that'll work fine right okay so a lot of people thinking that that's the case you know and I wanted to talk a little bit about that very quickly let me let me just show you something very much immediately you'll you'll already know why full body tracking doesn't actually fix this problem here's me standing I look the same look in the top in the top right corner of the screen here you'll see my camera you'll see the real me the real me and uh you'll see that things are going things are going as planned you know what yep all is well right so there we go yeah and you can see me standing in reality right here's me in game not uh uh pretty much matching the real world here's me in game now not standing not the hip the hip is not exactly where it was so watch let me show you again whoop here's my hand I'm going to put it on my hip here so this is where my hip is in game yeah okay now I'm going to leave it there whoop not that it's moved out of place in fact it's going to get even worse when I do this so now completely it moves out of place right what that means is the hip even if I had full body tracking is not going to match what my real world tracking says um when we are it's not going to match what my real world tracking says when I'm crouching or when I'm crawling right so there we go right that's that alone is is is not just you know it's not just crouching and crawling it's anything obviously when I'm swimming the whole body is moving in a different way the legs are moving in a different way so what that means is in reality in practice no no part of your body body nothing in terms of tracking is ever actually matching perfectly to the tracking that you're seeing in game except for the camera at the at the headset position the camera from your Viewpoint is always at your Viewpoint right so the tracking of the camera is always 100% exactly perfect but as a result anything else that offsets from that like my hands right now right here's the controllers and now offset right anything that offsets from from that is going to be different between your tracking and what you're seeing in game because the headset is the only thing that's perfect and that applies to everything not just the controllers not just the hip everything just having feet and full full full body tracking full feet tracking and all of that won't help you when it comes to tilting and stuff in water moving your feet like this my real feet aren't doing all of this walking right otherwise wise it would look a little different you have to use the tracking not just as you know as the final position final po poses and everything you have to use the tracking as a guide system which is exactly what we're doing with physics right so here we go we have uh oh that's not a good idea we have this uh here and you can see my controllers are in front of me my controllers are in front of me here together but the hand can't reach that it's being used as a top Target as a guide but it's not the actual result the actual result is this arm is being pulled back by this thing here which of course I can then pull myself towards so you can't just do that you can't just um you can't just use your tracking directly which means even when you've got Perfect full body tracking you still need a fully derived system which is exactly why even if it's available I'm only going to build first with the very most basic tracking in fact it's so basic that it works even without controllers right so even without controllers I have all of the tracking systems and all of the derived stuff working fine including the elbows and the and the wrists and everything right so this is this is the point I'm trying to make is that you can't just you can't just use your direct tracking you have to have a fully derived body and that way when you're crouching your shoulders are going to be correct because they're going to tilt in accordance with the chest and you can see this here if I switch to my camera view here you can see the controllers and as I go into a crawl you can see even though they kind of match here even though they match here they don't match there cuz it's gone past the limit and that's because my shoulder that's because my shoulder changes as I crouch into a crawl because now the shoulder has rotated since the whole chest has rotated you can't just use the tracking directly you have to derive stuff you have to derive stuff it's just the only way to do things here's something really cool even with a very very fast character I can still adapt the foot stepping and everything and here we go we've got Sonic and of course it just it just works like an actual platformer now and that's the beauty of oh no oh dear oh dear so now you can see Sonic is uh is swimming ooo we'll go there we go oh that's a bit too close right we'll just we'll have to Sonic swim over here I know Sonic can't swim that's absolutely something I could I could uh Implement if if I wanted to but uh but there we go right so it's just it's just I've been messing around with this woo quite a lot right it's it's absolutely beautiful there we go the menu button on this controller is much diff much more difficult to actually press than the than the Oculus CV one but there we go um camera over to that side so yeah um that's the new leg system it adapts to absolutely everything and the idea here once I get some full body tracking things are going to get even more Curious and crazy because you're going to be quite amazed at just how much the full body tracking needs to hybridize blend into the real the the in-game virtual world right the the actual guiding systems come from the tracking not the final pauses but there we go it's absolutely beautiful and um yeah thanks very much for watching I will uh see you in the next video I want to talk quite a bit about the next video actually um well not talk about it but uh yeah in next video I am going to get back onto interactions so a few people asked about guns and stuff and and poses and grabs and they're like okay well this is not what I want for guns and stuff like that where I grabbed it in One Direction and people don't really want right people don't want me to for example get this out of here to be able to grab a gun like this the um the wrong way so grabbing it like this shouldn't just flip the gun around you have to understand I wasn't really showing how the grab points on those objects were in in practice right I'm trying to just show the very basic systems themselves and then in the next video I'm going to actually upgrade those interactions and you'll be able to see how crazy it can get right so next video I'm looking at interactions I'm going to have my holster points back I'm going to have my uh my uh hover grab back if you haven't seen any of those things look in my previous videos this project is called called project TX or at least up until now it has been I am planning on giving it a slightly different name for the final game and maybe even a slightly different name in the tech demo just for fun uh but there we go thanks very much for watching look forward to the interaction system next cuz it's going to show you some cool things as well again that's the that's the new leg system it looks great thanks very much for watching I'll see you in the next one [Music] bye-bye [Music] diff --git a/research/sources/nimso-transcripts/iFniqwjspug.txt b/research/sources/nimso-transcripts/iFniqwjspug.txt new file mode 100644 index 0000000..4cb627c --- /dev/null +++ b/research/sources/nimso-transcripts/iFniqwjspug.txt @@ -0,0 +1,3 @@ +# PROJECT TX - ENERGY GRABS + some Hand Posing stuff (iFniqwjspug, 859s) + +[Music] it's me nem sony welcome back to another vr video today we are back in project tx uh today's video is going to be a little bit short because uh it's mostly been functional changes behind the scenes including the hand pose system yeah these are completely different hand pauses because i've really done re-redone yeah re-redone redone everything um on those on that side and i've also got grabbing back into the the game functionality but what's important about that is what comes with it so let me switch you over to my camera and there we go so let's have a look at some grabbing usual stuff you'll notice the lighting's a little bit messed up for dynamic objects definitely gotta work on that but yeah yeah regular stuff all back normal i haven't really fixed the grabbing properly so you'll notice that the the actual pauses are not good uh but let's get over to there and have a look at some fun stuff [Music] it all looks a little bit better than it did before and you can see the lighting is really a bit of a mess but uh here we go we've got um we've got mr tiny over here he's uh hanging around walking around in this space uh penguin over there he's just facing the wall for some reason yeah his uh his uh starting position starting rotation is not very good uh for this area where i've placed him but yeah you'll notice that we've got some uh rather unusual looking objects everywhere these things here are my material testing objects so you'll probably have seen something similar to this if you do any 3d graphics work at all for testing materials usually there's kind of an object on top of a pillar of some sort and yeah really cool stuff and you can see yeah it's just just for testing materials so these are a few materials that come from some of the objects there you can see here the glowing thing from my virtual studio um and some of these are more materials from the objects as well and now there's also some grubbiness on these these these actually are not grabbable but the ones over there oh so there we go we've got climbing back in and uh works well of of course it's not actual climbing it's just a grab and that's about it right it works really nicely there we go but what we have is some cool stuff working on the grabs themselves so here's the regular grab you go near an object and grab it and a lot of people have been asking about pull grabbing um distance grabbing even so let's grab this uh basketball here right and uh throw it over there and then oh actually yeah well you know what you'll stay there stay right so you can see here we've got a basketball rolling around and let's say i want to grab it now normally our pull grab system a distance grab system usually involves either just pulling the object straight to your hand or in in half-life alex fashion sort of flicking it and then it just throws itself at you um which is an unusual statement to make but what i wanted to do was something a little bit more flashy and something that i've been working on for a while when i say working on for a while it's something that i designed a long time ago and tested it a long time ago and then i haven't put it in the game since then because i wanted to get the aesthetics in first right so we have all the um we have all these sort of ideas behind the scenes and this is actually a part of the gameplay systems so here we go we grab it and part of the the sort of project px studio area project tx laboratory is an energy that is going through all of these pipes and it's really cool because it allows you to actually use that energy as well so yeah this immediately you can tell that something's going to go on in this game you're going to be getting a little bit more than just a regular physics-based movement system but there we go it's absolutely brilliant it just pulls in front of you and it holds its position in front of you so there we go and you can do it immediately so if you wanted to just drop it and then pull and grab it works fine otherwise you can pull and then grab and of course it just drops after a moment it's really fun and then it follows the actual chest position so it doesn't just float immediately in front of you right so it can actually follow you as you walk really really cool now i haven't done any limitations for it properly yet um so it kind of pulls any object except for this guy obviously can't pull him he's not a grabbable but uh yeah really really i love this thing there we go so you can see it just it just it just pulls any object right it doesn't even care about the the strength of the player so obviously we have the usual things here which i can't actually lift right so um actually i will not press that button because it will do the thing but you can see here i can't lift this any higher than this right okay with this one i can two hands there we go but even then i can pull grab it anyway right so there we go absolutely fun i love this thing i love it absolutely love it now there's no there's no proper rotation control yet so for now it just slows down the rotation oh i missed and uh yeah there we go it just it looks really really cool i'm loving it there we go oh it's wonderful i've been i've been messing around with this for a while now it's brilliant let's have a look at this in third person there we go [Music] oh it's so ridiculous as well there we go right so let's just drop this and then we need something smaller oh well that was a little bit bigger than i thought [Music] there we go come on out you come there we go right so and then oh wrong thing hey where have you gone come here i love it and you can actually while it's sort of hanging around in air you can kind of rotate as well so you'll see it sort of follow me as well so watch this oh i missed wrong thing oh well i missed it's wonderful i love it i'm loving it oh wrong thing but yeah there we go um that's about it it's a very small change very very little change there unfortunately i spend more time just sort of working on the back end systems getting the grab system to work properly and upgrading my hand pauses this week um so yeah i'll have a look at that in a moment as well so unfortunately not much upgrades beyond that we have the usual stuff same as before here with the with the combat here here let me just go over here and then we can just [Music] oh you can't mess with me i've got butts now oh i love messing around with this guy that's that oh one thing i did notice um even though i can't grab him yet i haven't put grab points because my grab layering system doesn't really work properly with my ground control yet it seems still still walking around and looking around it's really cool there we go um yeah the effects aren't perfect yet though uh no no exactly i mean it's it's similar to what i wanted but it's not perfect yet so obviously you can see that the energy system is is pretty cool there's going to be some really cool stuff going on and really crazy stuff going on in this project but anyways what i was saying is i did notice that i can kind of pick him he's not very heavy so there we go let's try and get him i tried to get him on the shoulder oh lighting problems there we go yeah he looks a little better uh but there we go um brilliant uh so let's let's have a look at the hand pausing system now uh so i'll have to pop out of unity uh well pop out of the gameplay mode and we'll have a look at that so um and here we are so here we are in the editor and um let's have a look uh i've actually rotated mr tiny over here this is just one of those random tinies that was hanging around i've rotated in 90 degrees because the hand post system that i wrote the the actual hand post tester is very simple one and it just sort of has to rotate the hand to exactly zero which is facing that way so i'd rather just rotate him because if i don't uh then you get these uh these sort of arm twist issues so i don't want to deal with that um we'll just have him rotated it's fine right so this is all for just testing some hand pauses no problem right nice and easy so here we go uh what he's doing currently is just test is he's currently tracking the default hand pause you can see just above me here and that's fine but what we should do is we'll create a new one i'll just copy the cylinder one here we'll call it test pause test pause there we go so all i have to do is drag that in to the hand that is currently running and obviously it's going to make the cylinder pose so we'll reset that and there we go this is the default pause the default hand pause here um now i've got three values for each one and these are simply just numbers just floating point values no complexity here for each finger one is the start value which is the first bone the end which is the second two bonds it's actually the entire curvature of the the hand there so let's just move his start down for the thumb it'll look a little bit better uh there we go so nice and easy and then you can see here if i if i move the end value very very easy you can see a nice curve look to that and that handles that and then the splay value is simply an actual display value now for the thumb it actually rotates it there i might need to change the complexity of that a little bit i might need to increase the complexity for most of these fingers anyway but that should be fine right now it works really well so here we go the actual fingers themselves here you can change the start bone and you can see that actually moves the knuckle bone here and then the next one controls the curve there we go very very nice and then if i want to i can splay each one independently right so there we go display this one and i'm going to play the bottom one which you should be able to see if i lean back here there we go there's value here [Laughter] what do you think um so there we go just control display value nice and easy and it's all very very simple right so the other thing i can do is if i just if i rotate this so let's let's reset the display value back to zero and then if i rotate this inward so we'll give it maybe 0.15 and then we'll give it about 0.8 so there we go close the hand and we'll lift the thumb up nice and easy lift it right up there splay it down here so that it looks like it's a little bit forward and then if i just copy element number one and we can copy it over to the other three fingers and there we go we've got a thumbs up pose nice and easy really really easy and of course we can splay this and make it look a little bit awkward just for the fun of it there um yes it's really really easy to work with i absolutely love this it's really nice and and allows me to do things that i i just kind of want to do without any complexities nice and easy to do them and that's that's that really so it's nice a simple system i can duplicate these hand pauses right now you'll notice that there's a there's a right fingers section down here as kind of pointless i now that i've got single values for everything i can just um i can just remove the right hand and just use one hand and mirror them mirror them dynamically it's not it's not difficult and of course if i wanted to swap pauses and test some others you can see i can switch between my different hand pauses that i currently have in the game that's the default one here brilliant and that's that really it's nice and easy and that pretty much handles everything i wanted to show you thanks very much for watching i'll see you in the next video bye [Music] you diff --git a/research/sources/nimso-transcripts/jKuMFHKnAiI.txt b/research/sources/nimso-transcripts/jKuMFHKnAiI.txt new file mode 100644 index 0000000..3cab4f0 --- /dev/null +++ b/research/sources/nimso-transcripts/jKuMFHKnAiI.txt @@ -0,0 +1,3 @@ +# Random Gaming - GTAiv Ragdoll diving, Crysis Powersliding, general stupidity... (jKuMFHKnAiI, 137s) + +[Music] S [Music] க [Music] க [ Music] ம [Music] diff --git a/research/sources/nimso-transcripts/l4Uxdhe2cR4.txt b/research/sources/nimso-transcripts/l4Uxdhe2cR4.txt new file mode 100644 index 0000000..df29b0e --- /dev/null +++ b/research/sources/nimso-transcripts/l4Uxdhe2cR4.txt @@ -0,0 +1,3 @@ +# Basic Ski Physics in VR - Fun infinite skiing made in 1 day! (l4Uxdhe2cR4, 400s) + +[Music] it's me nan Sonny welcome to another video today well yesterday I was watching a hot films video one of the so of all the ones just for fun of it I like to watch a lot of YouTube and they were playing a game called snow which is a skiing game but also has a bit of snowboarding I believe and I thought you know I want to do some skiing I've never been skiing in real life I'd fear that if I did go skiing I'll probably end up killing myself because I am a bit of an adrenaline junkie when I get into adrenaline so I'll do the craziest craziest thing first time on slopes and probably break every bone in my body so I decided let's do some VR skiing I couldn't find any good VR skiing games that use prop of skiing physics there was one that I saw which didn't actually use proper skiing physics it was just one of those sort of infinite runner lean a bit to the left lean a bit to the right to move but the only other one was snow itself and that doesn't use actual VR controls as far as I as far as I know so what I decided to do was literally make one and this was done literally in a day because Isaiah pretty much toidy end of yesterday and he uses some actual proper physics so to an extent it uses some logical physics I'm going a bit too much [Music] ok so literally about three or four preset built blocks of of this of map when your sticks skiing stick skiing poles whatever they called touch the ground based on where they touch is sort of controls your controls your friction on them and so they allow you to turn or slow down or speed up as well and let's just have a very quick look and of course you can sort of apply some acceleration on the way up let's turn back in and go through this little key here I think they're turning a little bit quicker than I thought I just increased the speed just now on the turning and it's a bit it's a bit too much but yeah and that's pretty much all I was doing some literally a one-day project this done really quickly just get up in the air and there's another cave in front of me I'm gonna go to the left this time too much too much yeah you probably wouldn't be able to ski up slopes in reality but this was done in a day just for fun so yeah this is one of the blocks that one day in front of us is another sort of kind of valley type thing with more large rocks that you can sort of follow a pathway through these trees were just taken from the asset store the textures were just found on net pretty simple stuff a little bit of clever background work there just over the tree and that's about it really this was just a very quick video very quick build of a game if you guys want to try play or something like that just let us know I probably just make a little bit of Polish in just just build it up it's pretty much an infinite snowing game a skiing game even right into a tree oh no it's just close that it's a little bit of tree dodging here slalom [Music] there's no ragdoll or falling off your skis or or even proper crashing or anything it's literally just this let's try a double how you made it oh I'm falling I'm falling there we go it's literally just this mm-hmm this one because I hadn't made a video for about a week or a little while and I've been spending most of my time working on cubby supercut right now which now has proper swimming and has a lot of upgrades to the world as well now you probably see that if you've been focusing seeing my Twitter feed or if you joined the discord of course be sure to join the discord if you like if you like my stuff if you want to subscribe that do the work as well because you'll see more on you'll see more on the discord I tend to post a lot on there on the showcase you also get to talk to a lot of other people as well on there you see a lot of work on there from other people the showcase section has some pretty cool stuff on there and that's not made by me you'll get to see a lot of other developers not just unity as well you can just talk in unity and do whatever you do whatever you want to make let's try and jump off this rock here it was sort of positioned so that you could oh I'm gonna be too much yes skiing up rocks that definitely works in real real life and land it and that's pretty much all for this video really that's that's all it was it's just this let's go up to this left side of the valley and in the video and let me go eat some there yeah just a quick video this I am quite tired actually it's really hot in here which is funny because I'm playing a song skiing game yeah you can see I just smashed right into the rock that like 300 miles power doesn't matter I'm perfectly fine let's do triple spin landed backwards oh that's a problem yeah boy anyways that's that that's the whole of this video thanks very much for watching you know subscribe like whatever during the discord that's probably the most fun part thanks for watching and good night [Music] diff --git a/research/sources/nimso-transcripts/lA2_RZ5bPII.txt b/research/sources/nimso-transcripts/lA2_RZ5bPII.txt new file mode 100644 index 0000000..4710e67 --- /dev/null +++ b/research/sources/nimso-transcripts/lA2_RZ5bPII.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Control Improved! (lA2_RZ5bPII, 582s) + +[Music] it's me named sunny welcome back to protect e^x today's video is a little bit different than than the usual because I'm not in the same places as before and I have cleaned up a little bit of the system and removed quite a few of the grab systems as well I pretty much removed most of the grab system just a very basic rub right now and I'm just walking around and testing my new character control system in this little area so there's actually three main elements that I want to talk about today which are all kind of invisible elements which is the main Pro main problem when trying to build a video when trying to make a video now you'll notice a lot of things here just simple physics objects as you can see when I pick things up the actual grab system pretty weak pretty broken right now and that's intentional I kind of removed anything complex from the crap system the three things that I'm talking about there is firstly ground control my ability to walk around the locomotion system and controls yeah you can see I'm clicking my triggers right now the hands don't animate nothing animates or anything like that now this is all ragdoll of course only little rag doll system the legs are obviously broken I have disabled all leg control like rag doll for now all leg collision because I've been working on this system here now the first thing I'm gonna talk about is the controls obviously the left analog stick moving a raft right and of course the locomotion activates as soon as you move around as well nice and easy right but I wanted to do something a little bit different to anything I've probably like done before where I wanted to remove all movement from the buttons so that means everything for movement is now entirely on analog sticks why because I want to have more context control contextual control over physics objects for example if you're holding an object in your hand you have two buttons on the hand I want both of those buttons to be usable for the actual physics objects now what's the point here the point is that both sides of the hands now left and right both have two buttons now because you're not using a button for jump you're not using a button for crouch or anything like that for your fake Crouch why do I think a fake Crouch is still needed if I was to crouch down right now I would touch the floor there's my actual floor right using the fake Crouch in the game I can actually reach below the ground which is nice and cool there we go trying that the the the VR tracking to see the cool thing here is that right analog stick which does obviously my left and right rotation it also does my crouch but this time it's actually a hold so if I hold the analog stick down I can control how much of a Crouch I want and there's a certain limit obviously this is the lowest you get right and going the other way around pushing the unlock stick up gives me a jump so that's the actual jump button now essentially that allows me to go down and then up using the right analog stick while moving with the left it's really cool because it means that all movement now is entirely on the analog sticks I'm just moving the analog sticks entirely to move all around it's really quite cool let's look at the next thing which is locomotion locomotion has been improved here what I wanted to do was take hybrid and start working towards a less analog feel so you can see here when I saw move there is no sort of slow down this time around it's nice and solid but it still has that smooth motion when jogging around it doesn't go stop stop stop right that's the major major issue here Fuller's had trouble with that so locomotion has been improved quite a lot now for the major improvement ground control you can see here a one major thing that I've changed from anything that I that you've seen before is obviously the way ground control works in this project normally when you do ground control for an object right when you want them to stand on the floor or anything like that you usually use a capsule Collider the problem with the capsule Collider of course is that it hits on short steps like this it hits the ground so you can't smoothly climb over like this leads to a bit of a problem because you're running a function to actually keep your body off the ground you get this looseness to the ground hold wear while you're swinging your hands up and down you can usually see the body sort of push up and down on the ground this happens especially most obviously when you're holding something heavy right like this if I'm holding something heavy you can see even then barely even move is my body up and down in fact I can't tell it's moving me up and down at all it isn't here when you hit on something like the flow you can see it doesn't move my body up and down until of course I push on it with enough pressure at which point I actually clamber over and you can see that really aids in climbing over something like that it really feels quite solid and quite smooth let's grab one of these clamber over here oh don't pull down we and of course I have handled friction a little bit better now as well now let's go look at the ragdoll system so the regul system has massively improved thanks to the way I'm handling ground now which is things like this things like this little gap here are now actually usable so you can see I've got full body collision right across the top you can see my elbows will right across from the head down to the ground but something as small as this tiny little gap I can still Columba right into it even though my body is colliding with everything including the ground because this is a full rag dog so I do clamber I do actually collide with everything including the ground so just crafting is a little bit of a problem usually but no longer a case no longer the case here the kunais part of this is I don't just have to be standing on like something like a little gap on the ground I can actually clamber into a cup like this you can see there right and not even that I can actually clamber into a cup right from something where I'm not even standing on the ground so here you can see completely off the top and there we go just Columba right in really really cool it really makes parkour and everything feel a little bit more solid and the locomotion has been improved massively to actually account for this as well where it used to be that if I clamp it over something like this and held the analog stick forward I would just shoot off because the runn system activates this has been changed massively now it actually knows when you've gone from a Crouch you can run on physics objects like that when you've gone from a Crouch for something a little bit higher the other cool thing is how you're able to things to push around on the ground so for example I'm standing on a physics object and I can use the wall to push myself along very much like human fold-flat style yeah that's like that's the ground control is really cool you can hop over things like this nice and easy or you can always just call right underneath them supa dupa dupa anyways that's about that I don't want to keep going on about these random things that you can't really see very much it's all about the feeling that you can get when you actually play it so I'm gonna try and get a demo of this as soon as possible now it's gonna take a little while to actually get something that's their mobile but you know how it is it'll eventually come anyways I think that ends this video pretty much there's nothing more to say other than I really hope I fix these bloomin grubs soon [Music] thanks very much for watching I know it's been a bit of a random video bit of a weird one where you can't really see the visual improvements the actual improvements that are going on behind the scenes but you know how it is thanks very much for watching goodbye [Music] diff --git a/research/sources/nimso-transcripts/lHgpibsjgek.txt b/research/sources/nimso-transcripts/lHgpibsjgek.txt new file mode 100644 index 0000000..1d30ab9 --- /dev/null +++ b/research/sources/nimso-transcripts/lHgpibsjgek.txt @@ -0,0 +1,3 @@ +# FLUID VR HAND ADAPTATION + Hand Tracking - HYBRID PRESENCE ENGINE (lHgpibsjgek, 1202s) + +[Music] it's me n so welcome back to another VR video today we are back in Project TX well at least the makings of project TX kind of be behind the scenes stuff um we are for the first time in a video properly in a proper video I'm looking through a Quest 2 connected on link even though this build will be compatible with PC and Quest when it when it's built um that's for a reason and you will have figured that out pretty quickly uh as well before I actually use it but right now today's video we are looking at something a little bit more advanced than my usual stuff it's a new system uh it's a new system that repl place is an old one um and what I've been doing recently is I've been rearranging a lot of my cord um a lot of my old cord um kind of the the entire hybrid presence engine I'm calling it hybrid presence engine now uh because system doesn't really cover what it does it does everything from tracking to the body physics to the body pausing the elbow ik it's not really ik but it's ik it's inverse kinematic you know at a logical level uh it does all of that thing that stuff the the whole gameplay mechanics and everything and it's all modular and uh that's the new sort of layout is is completely modular it works really really well what we're looking at today though is what you've been looking at this whole time as well which is the new hand pausing system uh this is something I'm calling the fluid hand pause system uh you will have uh my words have just completely died there uh you will have played a game called Born lab uh recently in the past year or you may have at least seen it if you're a VR Enthusiast and uh in that game one of the new systems they' kind of built was the idea of avatars that you can retarget your natural body to match the Avatar's uh sort of structure to try and keep the avatars with their own natural structure rather than retargeting them to make them shaped like Q so for example here with my regular physics hands I could switch to longer arms and you can see that they kind of match my same uh my my natural arm when when my arm is at full extension my my arm is at full extension in the game even if it's longer so here we go regular hand and now for the longer one and it's it's matching that right so same thing as you would see in that game and it's full physics right so there we go but I thought I wanted to take that idea and I wanted to do it for something that you wouldn't really expect to do it for hands hand pausing so the finger posing that you're seeing here let's go back to a regular hand so it matches mine the finger posing that you're seeing here is not built in the way that normal finger pausing systems are built where you have data specifically oh no let's give me a sec sorry about that uh what happens when you tap the controls I'll show you that in a minute um when you have each finger in a regular in regular hand pause system you have each finger as actual data points inside the system and uh they kind of pulled in you kind of set your finger to a certain pae and you apply that to your character model in this system I'm not really doing that it's a little bit more complex in in terms of data I call this the fluid hand pause system and the reason being that I'm not storing specific finger pause data rather it's just sort of a blend right across the board and it doesn't actually care how many fingers you have which is very very unusual in in fact it doesn't even care how many segments you have either so here you've got 1 2 three you've got three segments on each finger um but it doesn't actually care about that that stuff is not part of the system it doesn't have dedicated finger data for each of the fingers right which means you can take these regular poses so here's my my regular poses there's only four pauses in my entire system right which is uh open hand uh grip trigger index trigger and then both triggers right that's that's all of the pauses right and of course then there's the touch sensor data that comes in and and adapts to that and adapt is the very uh is the important it's the word of the day today right uh a word of the night evening it's past 12 it's morning but there we go so what this means is because it doesn't care how many fingers I have on the hand it just it just has the same poses I can switch to different hands so here we go so now I've got three fingers and a thumb on each hand and these pauses are the same four paes that I was using just now it's the same data literally the same data it's all just coming in and applying to the character model now of course you're probably thinking okay well that's very simple you've got three fingers you can just cut one out and and and only use the data from one of them uh uh only only use the data from one of them only use the data from three of them instead of all four that's not what's actually happening you can see here each finger has a different pae right which makes sense because you only have three you already have four fingers worth of data but if I were to go to a higher Fidelity hand compared to a regular hand now I've got five fingers plus a thumb and each one is paused in independently right which is absolutely crazy the point being that it completely adapts your regular hand pause data into the uh into whatever hand you want right which is absolutely insane it's it's it's so nice it's so nice when you you've actually got it running and uh these really really like it it gives you a feeling of actually using a different hat it'll be even better in a moment in fact I've gone and extended this Beyond just the fingers you can actually have an extra thumb and again the data is separate so here we go I've got two thumbs and as you can see they do not move at exactly the same point right so here we go we've got this data here you can see that although my controls I actually control them directly like that and you can see how they're kind of completely separate they're separate things you see that it it's so cool it's so awkward you can have any number of fingers you can have an infinite number of fingers if you want and uh and and multiple thumbs and I will adapt the system as well to to control how many thumbs are actually how the thumbs control right it's going to be even cooler and that it it gets really cool because what that means is now you can have your avatars that are adaptable right where you kind of adapt your avatar to to the physical body structures and you can even adapt the handpost system to much now I've got a little bit more detail coming from the handp system and that is the first thing is really really cool is that actually tracking properly right it doesn't track perfectly because the physics rate is not match I'll just make sure that the physics rate is matching all already um uh it's it's probably the the recording that's causing a little bit of uh difference but what is added to this i' I've actually gone a little step further than what you're looking at already I've been trying to make the hand paw system a little bit more flexible a little bit more natural right so you'll notice obviously that the finger pauses themselves they're really quite nice right they work really nicely and they kind of do what I want them to do which is open up completely or just naturally claw to to to the amount that you want right but there's more going on it's actually if if you have a look at this finger for example you'll see that it's kind of tilted downwards you can see in my video that my my finger is not touching the sensor here's what happens if I touch the sensor so my finger is not touching the sensor and it's kind of pointed downwards but if I was to stretch the wrist here whoop you can see that it's actually stretching the finger out as well and that's what's going on which means that when you're naturally kind of moving your hand around you get this natural look over here right with your hands curling quite a bit and if you push them out you can see that they actually stretch your hands out right there's a little bit of natural feel feeling to that it really it's really nice it feels great to actually see that now there's even more going on than that I wanted the hands to never have a weird static pae look to them even some of the highest quality games like for example half lifee Alex they still have very static pauses when you have a pause right when you have a hand pause it just kind of stays a little bit static otherwise it feels like it's trying to do some weird animation right which uh i' I've seen it plenty of times in plenty of games right but I decided I'd add something that you would call Micro stutter right where the fingers actually do that little bit of mechanical movement that you see in your real hands when they are when they are held so I'm not actually doing anything with the triggers here and if you look very carefully you will see that that that finger did it just then there's a little bit of micro stutter happening on the fingers every every now and then there you go you can see it just there right they are very very slightly twitching and moving every now and then it's just a mechanical twitch that happens if you were to Hold Your Hand straight and you would every now and then you just see that your mortors as soon as you activate even the minute amount of force in them you'll see a little it'll suddenly switch and you can see the mortars of your fingers just kind of activating and this is something that I've I've added to this and then just try and show you as closely as possible you can kind of see it on both hands here there you can see it on each hand just having this little Twitchy twitchiness it's very very slight when you turn it sideways obviously it's a little bit more obvious there we go you can see it and it's happening on the thumb as well it's very very slight and you're not supposed to notice it when you're playing but it just gives a tiny little detail to the hands something that you just didn't expect but this system gets even more awesome ignore all the little Twitchy Twitchy stuff ignore all the little hand pausing logic of coming from controllers this stuff this stuff is really really cool when you throw the controllers away throw them and it fell right on the floor right I thought I'd hit the bed there uh one of them hit the bed but there we go right I'm going to have to wait for them to disable now oh I messed up the video but there we go right so they will they will switch off unless of course one of them's triggering hey where are you come here come here let's right I'm going to redo that bit yeah I'm going to read out imagine that never happened right so this is mess I messed up right okay we redo that b right imag you look into my eyes look into my eyes it never happened right you forgot okay okay this system gets even more cooler when you throw your controllers away throw them away boom and now I see it worked better now I've Got Hand tracking oo now why is that cool it's really flipping cool because the hand tracking comes in right the hand tracking comes in I change I I convert the hand tracking data that comes in the rotations and everything into my new system which means now I can control each finger using hand tracking and it then gets adapted into the new hand pause system it gets adapted into whatever hand I want oh things get really cool but of course I have to reach over there first so I'm going to switch over to my other Locomotion system and we'll walk over to here and look at this right I'll switch off the loo for a second go close to the oh looks like I switched it on instead I'll go close to the camera and you can see here with just the one finger I can control each of these naturally right it's just completely natural and this is the pinky finger so I'm not just cutting out that Center finger right if I were to go and extend this with the High Fidelity hand and it's really cool because the physics is also affected by this right so there we go you can have actually you can actually it's really nice but uh now you can see that each finger pauses separately to all the others right it's really really cool this is incredible cuz it feels like this is my actual hand it does actually feel now like I'm controlling five fingers and a thumb and you can see here when I point it still points with that one finger right obviously every now and then it kind of flips it out out because it's tracking a little bit separate but there we go it's one finger right it just looks right look at this it just looks incredible and of course it gets even more awkward when you've got a thumb right an extra thumb yeah the hand tracking is pretty good on this thing but there we go now I've got an extra thumb and it just works it just work it's so flipping look at this thing right I've got complete control over each finger and I've got this extra thumb right it's really re it just it feels like it's my hand it feels like it's my hand oh it's incredible right let's start walking over here uh and dude activate activate what's with my menu button today right there we go and now it gets even cooler because now even with my extra fingers I can adapt not just to the extra hand stra uh structure but to the long long arm structure as well and this is with hand post uh hand tracking right this is with hand tracking I'm able to walk around right naturally in my Game World space right it's all completely natural there we go right complete walking around and of course these are physics hands as well which means if I step right off step right up there we go I have full hand tracking controlling now and I can climb around using my full physics right it's absolutely incredible I'm going to switch away sorry I'm going to have to walk away from you for a moment just to get over here once more I'm going to keep my long arms and I will walk over here we will have something a little bit less uh awkward than the double thumb and we'll walk over here and now we'll walk over here sorry I'm just going to run for a moment and then I'll talk to you directly uh but there we go you've got this actual hand now uh that is used using hand tracking and of course we were not using hand tracking before we switched to it live by throwing the controllers twice unfortunately twice because I had to uh go and mess up first uh but there we go now if I just try not to burn my fingers on the light bulb I can actually climb right up on here and there we go full physics full hands all just works it's absolutely beautiful it is incred incredible I could switch off the Loco system get my hand over here and find the other controller and uh there we go we are now back into the regular system ready to play games really really nice it's flipping beautiful it is beautiful that is this video I hope you have enjoyed my absolutely insane ramblings it is actually a little bit cooler actually uh let me just throw the controllers once more right and uh yeah we can actually we can also see the little physics colliders on the on the thing going on as well so there we go we can Little Hook bit over here and then you can turn your hand over and there we go it's absolutely beautiful right so normal hand obviously cannot hook right uh but the little hooky hand there we go right and then you climb over and booya it is absolutely beautiful right there we go so now we'll just pick up the controllers one more time right and there we go just switch to this system now none of this uses the uh The Meta systems right this is all open XR this is all using the generic open XR system which means if your headset supports open XR and can do hand tracking it it can work with this if it doesn't support hand tracking it doesn't need to your controllers excuse me your controllers will work just fine and all of this is just adaptive it all just works just works and I mean actually just works this is why I don't do cuts in my videos to really show you that things just work with the exception of me throwing my controllers having them land on the floor and then trying once more but it just works otherwise right it is absolutely beautiful I am really enjoying working in VR once more but there we go on a quick note I want to mention financial situation is always a problem so if you're willing to support me if you'd like to support me please have a look at my patreon I am going to be increasing the amount of stuff that I put there and by increasing I mean more than zero I am going to be putting some more devlog stuff there uh you know actual rewards um and I'll be trying to get I'm I'm going to be trying to get an actual demo here look this thing is now super stable uh minus the falling of the controller everything is super stable now the hands the the physics the arms everything super duper stable it can switch between the different systems that I wanted to be able to switch from and to The Locomotion can just switch everything's properly integrated is absolutely beautiful thanks very much for watching I hope you have enjoyed and I hope you are willing to wait another week or two for the next video there is going to be so much more it's going to be absolutely amazing thanks very much for watching I will see you in the next one [Music] goodbye diff --git a/research/sources/nimso-transcripts/nArwDeA2Ko4.txt b/research/sources/nimso-transcripts/nArwDeA2Ko4.txt new file mode 100644 index 0000000..642913b --- /dev/null +++ b/research/sources/nimso-transcripts/nArwDeA2Ko4.txt @@ -0,0 +1,3 @@ +# Unity - Stabilising Fixed Joint Logic - Compound Rigidbodys (nArwDeA2Ko4, 623s) + +it's me nem suni welcome back to another physics video today I'm messing around with some joints so not the usual place that I mess around with physics physics stuff but today is a specific demonstration for a specific thing which is about fixed joints I'm just gonna run the game and we'll see what I'm looking at so here I've got a very simple joint based physics gun that just grabs things and moves them about and you can see here two sets of two objects the one on the left here the blue object is a very very heavy object while the one on the right is the red object is a lot lighter so it's actually 50 kg on the right and 4,000 kg on the left the blue boxes both sides so both of these this one and this one are exactly the same where they saw a fixed jointed between two objects the 4,000 kg on the left and 50 kg on the right and the same thing on this side here except you'll notice something a little bit different so obviously here I can pick the pick it up from the blue side or the red side and move it and you can see it works back quite nicely you can tell it's a fixed joint and here same thing again except when I lift it on the red side and the reason for that is obviously it's a quite a standard problem of having jointed objects in a physics engine in any game game engine or any physics engine that you you can use in a game where the light light object very very light object here because it's 50 kg as opposed to 4,000 will always have this wobble whenever you lift lift it and it's all hooked onto something very very heavy and that's what I have sort of well tried to fix here now essentially what this is working as is a compound Collider so essentially just two colliding while colliding shapes that fit together to create one single rigidbody object so the rigid body itself handles the physics here we've got one on the left hand side and one on the right whereas here we've got one rigid body altogether and obviously that means there's only one moving object so it's literally physically impossible for them to split or wobble relative to each other so here if I push down you can see absolutely nothing happens they never split because it's physically impossible for them to do so here obviously if I do that you can see a lot of wobble but that of course creates a problem and this there's a reason we don't generally do that is because obviously it then acts as a single object so if you think over in in something like what's it called Garry's Mod so if you if you were playing carries mod right now and you take a bunch of pieces and then you solve weld them all together you get something like this where the heavy object can you know lift everything but the light object let's say you had a wheel underneath your heavy object always has this sort of sagging behavior just of wobbles a little bit and it's a little bit too light on the object and that's what I wanted to try and solve solve here now obviously if you did this normally your left object here would have a center of mass here in the center and your right object here would have a center of mass here in the center and then obviously when they're connected the heavier one will generally move the center of mass all the way towards itself so what you end up with is when you balance it you get this sort of most of your weight is here on the left-hand side because obviously we've got 4000 kg here and 50 kg here on the right so most of your weight is on the left-hand side that's not gonna happen when you lift something that is all one piece your centre of mass will just be wherever the heck it wants to be in our case it will always be in the centre by default unless you move it and that's what I'm trying to do here I'm actually calculating when I create the joint between them which in actual fact is not a joint it's just a single piece when I create that object I'm actually doing the calculations to position the center of mass appropriately based on what the mass would have actually been so here we got a mass of 4,000 plus 50 so the overall object is 4050 kg except most of that is on the left-hand side so it balances here on the left the same thing here the overall object is 4050 kg there's no separate objects themselves and it's still balances in exactly the same spot if I could position it correctly let me do some flying so yeah I've gone with the standard carriage mode controls here and you'll see here that we do balance basically the same spot so here we've got basically the same you know physics they they both react and move the way that they should as a fixed jointed object same with this simulus except this one is obviously very wobbly whereas this one completely rigid and what I wanted to do here essentially is fix that problem of having those wobbly wobbly joints in everything that we play he reacts and interacts the way that separate objects would do so obviously everything including the center of mass just reacts as if you've got two pieces two rigid bodies but it's only one rigid body and we can actually tell that when we switch over to our side here so I've got a little control that allows me to just switch on and off the mouse so I can still move it while while you know holding the mouse so you can see here on the left-hand side I'm going to switch to the scene view here if I select the red box here on the left one so this is the connected ones these are the physics the actual fixed jointed ones on my right hand side here you can see the mass is 50 kg and then of course if you look at the blue one you can see the mass is 4000 kg but they are still two separate objects completely separate whereas here on the right we've got two objects but you can see they don't have rigid bodies that's because overall they have one connected rigid body that holds them both at 4050 kg but what you'll notice is I keep the mouse following the object watch what happens when I unwell when I stop the game look here on the right-hand side we don't actually have a rigid body that holds emboss that is being created at runtime so if we look at the actual separate objects now we can see that both the blue boxes have a 4000 kg weight both the red boxes have 50 kg so these are actually two separate rigid bodies being generated well actually two separate rigid bodies and then it generates one overall piece using my little clever script here which is the compound body so this is basically what this video is about creating a compound body to prevent all of the wobbliness for example here I've been watching a lot of hot films recently and they've been playing trail makers so if you have a look-in trail makers and if you play that game because I've played a little bit of it you'll see that whenever you take a bunch of objects and you put them all together and you put loads of objects together because of one of those vehicle building games you end up with a lot of wobbly wobbly physics and honestly that game has some really dodgy wheel physics as a result because there's so many pieces being fixed jointed together this would really really help and you can see once I press play and if we look on the right hand side here once I press play you get that rigidbody that is added together you've got 4050 kg added together it works as if it's an actual connected body and you can see every time I pick it up you can see the configurable joint being generated that's my joint for for actually picking it up that's that's how I'm thinking it that's why it's so wobbly as well and the same thing obviously with this one except it doesn't have the wobble now literally only all you'd have to do for for it to function correctly is just save the you know save the previous rigid body so for example the face box left here the blue one you'd have to store the values like the current drag that it had or the the mass that it had before it got created as a compound body and then when you you know disconnect them you'd be able to disconnect them and they would fall to pieces like they should like any other fixed joint hood and that's basically what I wanted to show so something like this if I had a hundred objects all put together you wouldn't have to have millions of fixed joints connecting them all together like you do whenever you watch someone playing Garry's Mod you know carries mod sandbox or if you play yourself when you try and put things together you always end up having to make a world between these object and then a world between another object on this piece and this piece and this piece and you try and put a seat on top you after weld it to this one and this one and and the front of your car and everything otherwise when you lift it it all wobbles all over the place this fixes that having a compound body instead of having fixed joints solves a lot of problems and prevents a lot of stability issues with with having things like this and you can imagine if I move it so quickly you get a load of wobble whereas in reality a welded object no matter how light one piece is sure that piece might break eventually but this is basically what it'll move like instead and that pretty much solves this this hole that that ends this video itself so let's just fly off grab a little test ball here this was the one that I was using to test me the the grabby joint and fly off into the yonder that is the end of this video goodbye [Music] diff --git a/research/sources/nimso-transcripts/nfUb7HWbj9U.txt b/research/sources/nimso-transcripts/nfUb7HWbj9U.txt new file mode 100644 index 0000000..bc0a0a2 --- /dev/null +++ b/research/sources/nimso-transcripts/nfUb7HWbj9U.txt @@ -0,0 +1,3 @@ +# Active Ragdoll VR Improvements and Sword Physics update! (nfUb7HWbj9U, 400s) + +[Music] now Sony welcome back to another video of physics vr stuff before we start this video today I just make a quick apology about the last video I did say in there something that was completely incorrect which is that this was the only active logged on system in VR completely incorrect that's not actually what I meant by what I was supposed to say but I said it wrong and it was incorrect so ignore a lot what we have here is me messing around with the same system once again as you can see but this time we've got these guys need a bit of rotational friction but you stop messing around but yeah so today I just made a few quick changes this is actually a rebuilt from from the bottom up again project so everything you're seeing here completely rebuilt from scratch except for the character models of course which I reread so that they were more human shape which is why I have a little bit better control over the characters on I also have a little simple system for switching between held weapons and of course it's got two handsome as well but they're not fully latched properly which is fine it's not supposed to stay latched it's just that when you let go it should disconnect the joints but yeah what I wanted to show is a little bit of a change to the actual sword in the short sword talking physics and you can see there is actually more friction this time [Music] there we go so you can see there's actually friction to it if I poke it through here there we go you can actually see I can push it out I can push it in I can grab another one and I can mess with it with this as well which is really cool and that's pretty much all that this video was about I'm gonna be a fun you can of course do review and yeah it was just intended to be a quick very short video about that you could probably yeah keep stepping on the blades bit of a weird problem that you can probably throw it into them if you have some good aim yay that's that's quite fun you can just throw it into them literally and let's try that one more yeah come on it can't be that lousy yay javelin anywho um that's about it really there's not much more that I wanted to show let me say I've rebuilt it from scratch so you can actually see he's a ragdoll now in fact you can see completely that I am a rag doll you can see my legs over here in fact I can play them and look carefully here as I pick up this is the most ridiculous thing ever here we go [Music] there we go and now I can hop around holding my leg brilliant yeah it's quite fun and you can see it's truly physics drop it yeah you think you'll get away well no don't know what happened to you there get yourself fixed there we go good boy pick that up and right through the side there we go you look great brofist cool [Music] perfect that's the end of this video it was just for showing off the little changes they've done to the little sword engine it's literally this was never intended for sword physics in actual fact this was just a way of testing them really a way of testing the physics of the ragdolls so of course you can do the same thing as before and they stay stuck in let me fix the wheels ragdoll joints like I said the ragdoll joints are a bit broken he's a lot of work needs a lot of work but considering this was done in a few days it's really not that bad yep just slide it out there we go hi how's it going you can't so pick them up or you can't pick these up they're grounded but these guys you can literally pick them up up you go and that's the whole that's the whole video goodbye [Music] diff --git a/research/sources/nimso-transcripts/qit0-s63FmI.txt b/research/sources/nimso-transcripts/qit0-s63FmI.txt new file mode 100644 index 0000000..84e3edd --- /dev/null +++ b/research/sources/nimso-transcripts/qit0-s63FmI.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Complex Fluid Logic & Advanced Boat Simulations! (qit0-s63FmI, 20251027) + +It's me, Nimsul. Welcome back to another VR video. We are back in Project TX. It has been a very long time since the last one. And yeah, in the last video I'm just going to jump straight in. It's it's absurd. It It's I've been working on so many things on so much things within this world. And yeah, I just haven't had a chance to make a video. There's lots of things going on in life as well, of course. I'm going to try and get back to the normal processes of every week video. I've been thinking about it and I just realized that I can't do it the way that I've been trying to do in the new world of my videos. So, I'm going to go back to the classic style where sometimes I'll just jump over to another project for a video just for the sake of it. Pop back over to here. It's going to help the YouTube channel. It's going to help um it's going to help me cuz it'll keep me focused on making the video and making the stuff that I need to make to to get to a video, right? Um so, there's that. But, one thing I just had to very quickly check. Make sure that it's uh it's working. Oh, it's working. Yes. Brilliant. Okay. Uh yes, so here we are. We are back in Project TX. I'm actually back in a world uh I've recreated um which I've used in the past which is a very very very replica version of a few different places. And yeah, I I kind of feel nice and comfortable being back here as well. Now, last video of Project TX what was I talking about? I was talking about NPCs. I've done so much work on NPCs. They are now moving in a way that you're going to love. There is now a better combat system going on and they move in they're incredible for combat. But, we're not looking at that in this video. Today, we are going to be looking at the classic um the systems that I was showing before the NPCs and that is a few systems regarding fluids. Now, we'll get back to this thing in a min- in a minute. The first thing I wanted to talk about is the way that the fluids worked previously. Now, there's plenty of things that can go on when it comes to fluid systems. But, uh I basically wanted to expand on the way mechanics world work in this world. When you start with adding fluids into objects where you've got a nice pokey-pokey system known as a sword and you start poking holes into things. And then those things start dropping water and I'll switch to my camera here. And uh they start dropping water, right? Then you've got a small problem because you've got containers like this, which some of which have explosive containment inside them. And uh that's a problem. Why? Because if they have explosive content inside, what happens when you spill out the content? Well, firstly, the fluid inside can't be water, right? As we were seeing with this barrel over here. Um with this barrel as well, we can't just use water, right? It has to be something else inside here to make it explode. But, at the same time, it also is reliant on the fluid inside to explode. So, things get a little bit confusing. Um and to fix that, we have uh which you can see right here, a new fluid system that expands on the existing one. And as you can see, there is now a different type of liquid. Which actually expands beyond what you think. So, as you saw earlier, we had a system where I could um do I could poke holes into an object and it would then spill liquid out. All right? If I just grab this, you'll be able to see that. Give a little bit of extension there. You can see here the water is now pouring out of this of this barrel here. Right? And that's fine. That's all dandy. But, of course, with the system that I showed you before, the liquid was able to be filled back into the barrel by dipping it inside the volume of water volume. So, here we go. We dip it inside and it's now pouring liquid again. Right? Great. But, of course, if we had different water volumes, if we had different fluid volumes, then we should be able to do that with any liquid. Right? We're already going a little bit wacky, a little bit outside of the ordinary. Here we have I shall switch you over to my view. Here we have some different fluids. Here we have some different water volumes. They're not water, but there we go. Um here we have plum juice, which I can pop this in here. And these are just test test liquids for now. And there you go. You can see it pouring out plum juice. Oh, it's probably not the right color. But, it's really cool because I've also exte- extended the way that the view and visuals work and you can see that it actually changes the color of the view as well. There are going to be different properties, physical properties for each of these liquids, including one which you will see in a moment. But, here we go. We've got oil here, which if I I jump into here, you can see it's basically pitch black at this point. You can just about see everything, but that's uh that's what happens when you jump into oil. Right? We've got a bottle. Let's pop it in here. You can see a few bubbles coming out there. Pop it out again, and there you go, it's dripping oil. Brilliant. There is no flame system yet, so we'll we'll talk about that later. But right now, we have a system that allows me to fill different liquids into the barrel. This we'll talk about in a moment, but uh basically it's a it's nitro nitroglycerin, right? It's the wrong color, but I want to make it a bit obvious, so it looks a little bit awkward. But there we go. We've got orange juice. These are all just for testing. And there we go. We've got a barrel filled with orange juice. It just uh it just pours out whatever's on it whatever orange juice we've got there, and we've got water, of course, at the end. Now I can build whatever fluids I want. Just choose the the fogging system, choose the lighting that happens, uh choose the color of the splashes, everything. So here we go, water, you can see quite far, and then obviously, if I was to jump into orange juice here, everything goes a little bit orange. Uh the lighting changes depending on what I jump into. Now, there is something somewhat of a problem with that. If I had some orange juice still in the barrel, right? If I dip it into orange juice, then it would contain some orange juice, right? But what happens now if I dip it into water? Do I have to delete the orange juice and swap it to water? Or does it mix? I'll take a guess. So here we go, I can fill it now with a bit of water, and now when I tip it, right? The juice is actually slightly milder colored. Right? So, there we go. I dip it into orange juice. And it pours out orange. Whoop. We want to fill it a little bit more. Right? It pours out much more orange orange juice. Uh and the more water I fill in there, the less orange it becomes. And here you can see very faded now. The color has faded quite a bit. So, what I can actually do is I can mix the liquids themselves with different liquids. And of course, any physical properties that I apply to the liquids, I'll also be able to mix, right? Um which There you go. So, now you can see it's starting to get a little bit more pink. Um you'll have to excuse excuse the the drips. They're not brilliant. But there we go. Now it's turned pink. So, I've mixed plum juice with the orange juice. We've got pink juice now, which is not the color of the plum juice, as you remember. It was much more purple. So, if I fill more of that up, then you can see it's going more purple now. Brilliant. And of course, if it is filled with plum juice and I smash it, you can see it explodes with plum juice. It's beautiful. It's flipping beautiful. Now, as I was mentioning earlier, we have a small problem, which is this now needs to be based on the fluid inside, right? So, here we've got an oil-filled container. Um there's probably an easier way for me to deal with these things, which is of course one of these. Oh, the beauty of a thing. Now, they'll Try grabbing Oh my goodness. I am going all over the place. Didn't even put that in my pocket. Come here, you. Oh, everything's going all over the place. I am tired today. What am I up to? Right. So, Oh, thank goodness it didn't explode. Right. So, we're we're we're now juicing out some oil. That was the worst place to shoot it cuz now it's not going to have much oil inside. But, then we have this. Now, I should probably move this very very This is very dangerous. Move this away. And as you can see with this one, it is filled with nitro, right? Nitroglycerin. There is a difference between each of these. This one is explosive based on the fuel, right? That's inside the oil. That one, of course, based on nitroglycerin, which means that the properties of these are actually different. The volatility of them is different. The way I've done the braking system, I've actually completely recreated and upgraded the braking system now, which is now based on multiple things. The first is integrity, which is structural integrity. Basically, the health value of the object. If you keep smashing it, then it will eventually break open. So, you grab something like a hammer. I should probably uh uh damage it a little bit. There we go. That might help. I'm going to be here for a while. Hold on. Oh, dear. Oh, dear. He's just here smashing the blooming barrel. I think the uh integrity value of of these uh wooden barrels is a little bit too high. But, as you can see, it had water inside it, so it splashed open as well, right? Very very nice. So, that was the integrity value. That is dependent on the hardness of the material that you are hitting, right? On the hardness of the object that you're hitting. The second value is something I call volatility. Now, volatility is based on how many holes are inside the object. Why? Because when it comes to exploding, the way that a fuel ignites is based on um Well, firstly, the bullet has to make a spark. And secondly, your bullet has to be in a liquid that has some air to breathe, right? It can't ignite without air. Hence, the more holes there are, the more likely the fuel inside, which in this case is not a fuel, it's just water, would ignite, right? So, in this case, I keep shooting it, nothing happens. In that case, on the other hand, we have a barrel filled with liquid, which is a fuel, and because it is explodable, it depends on the number of holes that I put in. There it goes. There it goes. And I blew up some of the other barrels, but I didn't blow up this one. Now, the difference between that one and this one is that this one's filled with nitro, and that's a little bit different because the volatility of this one is not just based on how many holes I put in, which I'm not going to put a second hole one in already. It's now increased in volatility. Um the second thing that is affecting them is the actual volatility of the liquid inside. The liquid inside here is very likely to explode at any moment. So, all I have to do is throw it once, smack it once. Oh. Oh, wow. It's almost survived. Only a few hits and it explodes. But, of course, that creates a different beautiful system. Right? Which is if you add those things together you've seen how having fuel inside a bottle can make it explode. You've seen how not having fuel will not make it explode, but it's still breakable and it will release the liquid that you put inside it when it explodes. So, I added something else which is called Oh, not that. A permanent hole. And that's what you see on the end of a bottle. So, there we go. I can pour out some water. Beautiful. Pour out some water from the bottle. Now, here's the cool thing. I can fill the bottle Well, be- before I fill the bottle I can do this. I can't believe it. Before I fill the bottle, I can do this. There we go. That's better. So, you should be able to see the explosion of the glass when I drop a bottle. So, here we go. Here we go again. And you can see it splashes water everywhere. Right? Of course, if I've got a bottle filled with water we'll grab another bottle filled with water. Right? That's two bottles. And we fill one with, let's say, some plum juice. Right? So, we've got plum juice in this one. We'll fill it up properly here. There we go. That's filled up. And in the other one I'm going to fill nitro. Oh, yes. This is going to be brilliant. So, now you know exactly what should happen and now what's going to happen. So here we go. We've got plum juice in this one. We've got nitro in that one. Plum juice. And it splashes into plum juice. Nitro. Yes. That is awesome. I have created a system where you grab a bottle, you fill it with something explosive, and then you just throw the bottle. So now you can create a nice volatile mix of explosives. So here we go. We pour out the water. Fill it with oil. Little bit of oil in there. There we go. Grab it. Throw it. And boom. And if you noticed, there was a difference between the two booms, right? So here we go. We've got one. Come here. You as well. We've got two bottles. One, um, the green bottle filled with nitro. The red bottle filled with oil. There we go. Now let's watch the difference. Red bottle filled with oil. And I blew them both up. Brilliant. Oh, sometimes, honestly. Right. Let's do this a different way. Life's going to be a lot easier when I do things the easy way. There we go. I should probably be a little further before I end up breaking that glass bottle. Nitro filled. Left bottle nitro. Right bottle oil. There we go. That's bet- That's better. Right. Let's try this again. Oil filled bottle. Explodes red. Fuel. Nitro filled bottle. Explodes green. Ah, it's beautiful. You just fill a bottle and it explodes. But wait, things get even cooler. So, one of the things that I've been working on is improving the buoyancy system. Let's just get this out of the way. Beautiful. Improving the buoyancy system. So, now we've got a new buoyancy system using the new one that I'd shown off quite a few times. And we have the ability to actually just float around on these rafts. And these rafts are night and nice and light now. So, if I go over to there, woo. I'm going to grab a few things. One is these two. Come here. Oh, I've got a gun. That's fine. We'll use one. Right. And one is this oar. I won't need two. But there we go, we've got an oar. I'll drop that here. Grab you, move me over to there. Woop. And here we go. So, let's just grab the grabber here. And you can see how light this object is that I can just lift it up quite easily, right? Even with the one hand, I can lift it up. It's not that light. It's not that heavy. I said the wrong word. Oh dear. Oh dear. What a disaster. It's not that heavy. I can just move it around. I can drop into water and then I can fall in myself, right? Yeah. There we go. Move along. Move along. Down you go. Right. Yeah. Arg. And I pop right into the water, which by the way I've also improved some of this um water stuff as well. So, as I walk out, you can see the nice fogging system that I've got here. And as I walk out of the water, I've added a little level of here uh a little a little corrector for the edge alignment. There's a lot more to go when it comes to visuals. In fact, if I put this in here, grab this, move over to there. Move over to there even. You'll have to excuse me. This headset's annoying the heck out of me. As I have complained millions of times of in the past, they always want to sit the headset on your on your nose. I hate it. I absolutely despise it. Right, there we go. So, now we've got orange juice. As I drop in, you'll see the camera in the way. And now you'll see that depending on the liquid, the edge there that you view when I jump into the surface of the water you should be able to see a different edge depending on what fluid I am jumping into. Right? Same with this same with the oil here. And you can see different edge of the liquid. Everything is uniquely different depending on what fluid you're jumping into. It's a complete fluid system. It's beautiful. It's absolutely beautiful. Let's jump over to here. And we'll use the oars. So, again, improved buoyancy system now with better drag, better floating, and waiting. And of course, here we go. To move around in water, what I need to do is fall into the water. Brilliant. Is raw. Raw, raw, raw my boat gently down the stream. It's not that gentle, but there we go. Raw, raw, raw. Right? So, now we've got the ability to raw. Brilliant. Right? But, there's more. There's something cooler than rawing. Rawing is fine, you know, it works. But, there is something Yeah. You can see that the boat moves away as soon as I jump. Look at it. It's floated all the way there. But, there's a cooler way to actually handle moving a boat. There are actually two cooler ways to handle moving a boat. The first one is this. Now, you've seen the flood gun before. This is a flood gun that I've shown in a much older video. In a much older video, the flood gun. Right? But, this time it is connected to a grabber. There we go. Usual grabber. Right? It grabs on You can grab it on to on to my head. Yeah. Grabs on to a grabber. And there's something cool about that. Because and now, if I switch over to my mode, as I pull the trigger, the flood gun pipes over to this grabber and takes whatever liquid is inside the barrel, inside the thing connected, and shoots it out the front. So, there we go. Oh, yes. Look at that. And you can see it's actually forcing me about. Right? So, if I switch to this camera, for example, right? You can see it's forcing me about. And it connects to the barrel. So, uh come on. Fire. Look at me trying to fly a fly. It's beautiful. And of course, as I do this, I am draining the barrel as well, right? But as you know, it forces me around while I'm connected to this. So, if I grab something that's a little bit smaller, Oh, perfect. It's the one that I wanted. There we go. This is filled with water. Right? And if I just get rid of the old hopper and we'll grab this one here. I'm going to need to put that in here. We're going to take this with us. Take the barrel with us, right? Uh, stay. Don't move. Right. Bring the Bring the boat here. Right? And here's where things get really cool. This is This is like Half-Life style sinking. So, here we go. We grab our barrel of It's not that heavy. I have a feeling I might have used up quite a bit of the liquid. We place the barrel on the boat. Grab our juicy juicy flood gun. Plug it in. And now, we can now use it to flood around. Oh, it's flipping beautiful. Oh, no, the barrel. Oh, wow. Okay, that was fast. Right. Oh, it's flipping beautiful. Look at this. Oh, beautiful. Right? So, we can always hold onto the barrel while we shoot about. And that allows us to control the boat while we're standing on it, right? So, if I just hold onto this barrel, oh, and it's out. It's out, right? So, there we go. Grab this. Grab this here. Pop up to there. Right? And of course, we can instead pop up a couple holes. Pop a few holes in there. Grab this. Dip it in. To there. And now that is filled with nitro. So, if we if we if we grab this, you'll see now it's it's shooting nitro. So, I can fill the barrel with whatever I want. And shoot it out from the flood gun. Bloody beautiful. Oh, it's genius. It is absolutely wonderful. And of course, if I fill the barrel with nitro then I can, of course turn the camera throw it and boom. Oh, it's flipping beautiful. Right, let's pop over to there. Right. We have another way of moving a ship. And this is where it gets really fun, right? This is something that I've been wanting to try for a long time. If you remember a while ago I tried a video wherein I had a full physics true ship. It was one of my earliest physics videos where I was doing physics in VR. And I wanted to do it again. This time with my latest systems. That was probably like 7 or 8 years ago, right? Now things have been upgraded. Let us lift this portal a little bit. We'll hover it up here in the middle air in the middle of air, right? Grab that or Thank you. Meteor. This is a just in case object. We'll pop it over to there and bring you around. Bring you around town. We'll turn you over to here, bring you closer, and drop you down. Right? So, there we go. Yep. Try and straighten you out. I'm holding you with the thing. There. So, you should be able to see the rudder of the ship. Now, here's what I've been working on is multiple different mechanic systems. You'll have to ignore the uh the wind trails that are showing right now. But, you should be able to see the wheel here, right? And the way that I've built this system is the wheel works on a gear system, and you'll be able to see now that the rudder is actually rotating based on that wheel, right? Beautiful. But, this is actually a two-way system. If I stop pulling on the rudder, you can see that the wheel starts moving as well. Right? There we go. Up. An actual two-way mechanical drive. Beautiful. That rudder will affect the water as I'm floating through. There is something else that I've been working on. Pop over to physics off and then pop you over to my end. And what I have is actually, you'll have to float around a little bit. I've then controlled the actual ship the the um the sails of the ship with this rope here. So, this is a rope joint, something that I've been working on as well, right? An actual moving rope. Right? Brilliant. That controls the sail. And this one controls the direction of the sail. Again, this is all complete physics and it determines you'll be able to see this this uh wind line that is showing you which way the boat is going to sail, right? Where the wind is blowing. Now, let's uh let's let's get this started. And you can see that this is an actual physics um physics joint. So, these are all real things, right? I can move this with the physics gun. It's an actual It's an actual thing, right? Let's just uh close up the sail. There we go. And we'll float the boat right over. Might need to get that oar off. It'll probably vanish. There we go. Drop that in the water. Bring an oar just in case. Pop over to here. And now we are on the physics boat. Beautiful. Absolutely beautiful. Right, let's let's sail. So, here we go. We pop it open. And you can see the wind lines. The wind is pointing that way. We're off. Right? And you can use the rudder to actually rotate the boat. Based on the friction on the rudder there. So, there we go. Absolutely controlled properly. And of course, I can rotate the the sail to to determine where I'm actually pushing the boat. You can see the physics of the boat. The whole boat rocks and sways based on the wind. I need to just control where I'm going. So, there we go. Rotate that. Get that open. And we'll move over this way. Now, because I'm sailing with the wind, things are all fine, right? But things get a little bit confusing when you actually sailing uh separately to the wind, right? In a different direction to the wind. But uh right now, we just get to actually float around. We can just angle it around here. And now, because I'm floating a little bit sideways, actually I'll switch the camera over to me. And you can see that the wind is actually doing something rather unusual. I need to rotate my sails now to an angle that is not matching the wind. Because the wind's coming in from that side. Now it's coming in 90° going this way. You can see the wind lines. The way that a sail works makes it possible to use the wind, swing the wind around the sail, and as a result, it pushes me Well, it pushes me kind of that way. Right, so I have to angle the sail diagonally and use my rudder control the boat. Of course, this is where things get really tricky. As I rotate into the wind, cuz remember the wind's coming from that side. Now we're going to need to go into the wind. I'm going to need to go diagonally, rotate my sails so that so that they're quite close to the wind direction. The wind's coming from down there. And here we go. I am now sailing rather slowly. Get the camera out. Rather slowly into a diagonal direction. Move it. Oh, no. It's getting difficult. I'm going to need to go diagonally here. Move the sail. Angle it right, and now the wind is blowing me that way slightly. You can see I'm moving a lot slower. Right. Uh-oh. And now the wind's blowing me away. I need to correct my sails. Correct my sails. AH, THE WIND is blowing me off. Oh, I'm I'm actually trying to learn how to sail. Oh, dear. Oh, dear. Right. Let's just use the oar. We might be able to move ourselves and correct ourselves. But uh there you go. You can see. It's a It's an actually functioning boat. Oh, it's beautiful. It's absolutely beautiful. But But there you go. This has been a rather unusual video. And um let's just get moving. There we go. It's been a rather unusual video. And today's video, you know, it was just showing you a few more mechanics about the world, right? I just wanted to act actually start adding things to the mechanics of the world and make things a little bit more expansive. I know that it's been a long time since a video. There's not much going on in this one. But there is loads still to show you. And it's rather difficult just to record them right now. Um because I just got so much work to get done. I'm also quite tired right now. Sorry about that, but that's the nature of uh video creation and game development. I did want to talk a little bit about the uh nonsense that's going on around the world right now regarding flipping AI. And yes, it is flipping AI. I don't really I mean, I think I should make a video on it, right? I really want to make a video on uh on AI and the impact of stuff and generative AI and is it going to replace game development? Woo! No. Okay, the answer is no. But uh but I'm going to actually it, you know, like a proper normal person. You know, when it comes to it, that's just how it is, right? It's uh It's a ridiculous situation right now. Um But yeah, thanks very much for watching the video. I shall see you in the next video. Today's video has been a bit rambly. It's been a bit all over the place. It's uh it's been a bit ridiculous. I missed the blooming thing. Oh. Oh, it's ridiculous. Beautiful. Yeah, thanks very much for watching. I shall see you in the next one. Goodbye. diff --git a/research/sources/nimso-transcripts/rY0O4IqmB8g.txt b/research/sources/nimso-transcripts/rY0O4IqmB8g.txt new file mode 100644 index 0000000..73a6a33 --- /dev/null +++ b/research/sources/nimso-transcripts/rY0O4IqmB8g.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Wing-Chun in VR - The need for physics arms! (rY0O4IqmB8g, 513s) + +[Music] it's me NIMH suni welcome back to another viewer video today we are back in project TX just for a very quick short video I am working on the hand grab system right now so I haven't done much body structure work although the arms are something that I need to look into make sure they're less wobbly and less chickeny as they are in this video here what I am doing I am looking into ohms once again and I wanted to make a little another one of those runs on arms again because I have noticed recently that a lot of people have been somewhat put off from the idea of basic physics in in VR enough people don't really grasp how much of an impact arms make on the physics side now I know I made a video when the when I was talking about property what they call half-life Alex and that was obviously me talking about forums because everyone was talking about forums and that's the thing people still have this idea that for arms and full arms or something to do with pure visuals I'm not talking about visuals I don't care about visuals honestly personally if you have floating arms floating hands sorry that's perfectly fine by me however half-life alex is using physics based hands and you may have noticed from recent projects and recent games that you may have played that having a lack of forearm lack of arm structure can be really impactful in a game where you've got physics hands one of the biggest problems obviously is where you have your hand over there and then you sort of walk through and your hands now on the other side of the object while your body is on this side that is problematic with a full arm that's no longer a problem and a very good way to show this off is something that requires you to really have a grasp of melee fighting Wing Chun function then dummy over here who of course most people and their training with a Wing Chun dummy we'll use mostly therefore their forearms and of course their hands you know so things like the push here obviously that's in the hands but things like this you know and you can see how we actually impacts your ability to move with with something like this and your ability to actually interact melee fighting is what happened there did you see a jump that's that's me using one tracker I don't know why I keep doing this to myself I keep using one sensor it's not a good idea anyways back to what I'm talking about melee fighting is something that really really requires forearms when you're dealing with the physics hand when you're dealing with physics hands in particular having floating hands that go through objects it doesn't matter you don't need those arms you don't need or arm structures whereas when you're grappling something you know having the ability to you know pull on something for example like this I can do this and I'm now grabbed onto it you see I can do this and I can go in from the top I'm just sort of I'm working with one sensor just because I'm lazy and I don't want to put my other sensor there on a chair because I haven't set up my room nicely yet for VR but yeah you can see here so I've just saw been playing around with this I am training in VR obviously I don't have a Wing Chun dummy in reality obviously I don't have a Wing Chun dummy in reality but yeah it's quite fun to sort of mess around with this it's really quite fun but yeah a little bit of training on a Wing Chun dummy that really shows off your necessity for something like forearms and I keep saying forearms in this case because the thing is a lot of people obviously they think that having a full arm can be problematic I'm actually looking through the viewfinder here on the camera this time I added a little a little fear finder to the camera there we go now you can have a good look at the entire thing and yeah a lot of people think that I'm talking about the full arm I don't mind the full arm because this isn't a body connected system we're talking about in most games there are a couple of games where the hands are actually having an impact on the player movement obviously what I'm doing here my ability to climb up on things just by throwing my arms over it and hanging off like that but in other games most games are trying to solve move into physics now while doing so on just the hands not having an impact on player movement because that obviously he brings its own challenges so when you're doing that and this is something that I did in my hybrid present hybrid test chamber demo which was more about locomotion and a little bit of physics that one had physics hands but they were forearms connected to that they weren't affecting the visual model but they were colliding with things and that makes a massive difference in the balance of things that you hold it it has an impact it is absolutely necessary and I wanted to show that in a nice way which of course having Richenda me really makes that difference see I haven't trained women for a long time so I don't really know much I consider me probably less than beginner this yeah anyways I am sweating like a madman I am tired and that's all that I've got for for this Sunday here but I've got a lot of time coming up next week so I'll probably be between a little bit more on this system I'm still really hoping to get a demo out I'll add one of these to the demo to make it nice and fun for you it's probably something you've never done in VR because without those full arm structures something like this really really doesn't it doesn't work properly I apologize for my slightly out of breath sound on this video but you can imagine I'm actually putting some effort into into my movement in this video I'm not just saying easy all the time because we in turn learning things like this learning martial arts and whatever these things are not easy I mean they're easy to learn but it takes so much time and effort so yeah there you go that's the end of this video thanks very much for watching there's so much more to come with this system so much more I can do I am completely rewriting the grabs once again like I mentioned in the last video so look forward to some more advanced stuff there and gonna start thinking of adding the knuckles controllers in and give these hands a full-on revamp hopefully remodel the arms as well make it look more human in terms of the body structure thanks very much for watching your back [Music] diff --git a/research/sources/nimso-transcripts/rk7GC1It7w0.txt b/research/sources/nimso-transcripts/rk7GC1It7w0.txt new file mode 100644 index 0000000..447d81b --- /dev/null +++ b/research/sources/nimso-transcripts/rk7GC1It7w0.txt @@ -0,0 +1,3 @@ +# HYBRID Presence System - It's not Boneworks, but it's pretty cool! (rk7GC1It7w0, 678s) + +[Music] three named sunny welcome back to another via our video today I'm in a little bit of a VR test space as you can see here and that's because for a while now for the past few weeks I've been working on a bit of an animation project not touching VR at all since so if anyone likes the matrix or likes the styling of the matrix do have a look at that project when I finally make a video of it but for now there are some sample shots on Twitter which you get to see but other than that the another bone works video came out of course which means that I got more inspiration to get back into V Oregon and so I am Here I am anyway so this is a quick sample of the physics based system that I've been working on and the entire character body as you can see is a physics body it's a full rag doll it's all active it's even got the legs that I can sort of move and he does kind of step on things as well but I can't push my legs about as you can see here very unusual but everything else you can see I've added this sort of sliding motion to to sort of cylindrical objects do you see I haven't done any animations on the fingers yet the whole character body mesh is a bit of a mess this is a bit of a cheap model that I got it's one of those free ones off the asset store but I do really need to get a good one or actually make one and I will be improving the fingers once I get the index controller set up for this project right now I do have index controllers but I haven't actually got them ready for this project here so I don't want to really mess mess with fingers when I'm gonna have to redo them anyway now the cool things here is was a nice mess English so I've been messing around with the the way that the physics actually impacts things and changes the way you move so here you can see if I walk into this wall my head from their self from moving through even though my camera is soft clipping through anyway but yeah my head stops me from moving through however as long as I go underneath it today it works now of course that changes things for something like this here we have a much smaller space of much lower space as well now let's have a look at what happens when I go real look so obviously I can't move through just go straight into the wall but if I go real low and you can probably hear me now in my microphone just sounding a little bit more muffled you do and I've clumped into the wall there and there we go we got underneath and now we can climb right over the top so there's no actual mechanics involved there it's literally just me crouching and going into prone laying down and fly clambering through that starts about it it's it's as simple as that the physics engine does all the work now let's have a look at what we've got here a little bit of an obstacle course as always to mess around with I have a door here which doesn't open it's actually clumped and locked now of course we can get through it and there's an easy way up here that grab and you'll start noticing there is a little bit of wobble still a lot of work still to do to get this system working perfectly now I do have a new name for this but before we before I say that let's go down you he we opened the door and there we go brought through the door and that was all on the zipline here now I do suggest you don't don't try that at home since your hands will probably melt off from all the friction and what I was saying I've got a saw name I wanted to coin a new term for this kind of system once everyone starts off moving towards physics and and we're also of trying trying new things messing around with a little bit of physics especially when it comes to body interactions and stuff and I thought you know what I'm gonna give it a new name and I'm gonna call it a present system and that sounds quite cool and that means that this one which is named hybrid as per my last locomotion system which is what I'm using right now is called hybrid presence which is quite a cool name I like it if you don't that's fine anyways let's swing around on these things as I always do with my physics systems and this one's going to require quite a swing wait maybe not oh yeah I could have made it actually one more would have swung right off the edge there so yeah a few rotational problems with the hands there and you can actually tell they sort of move perfectly when I'm moving my hand or when they've connected with an object they float quite a bit and that's because the the sort of damping requires a little bit of cleverness and I just have to do the quaternion math and quaternion math is not something that's fun let's just put it that way it's a little bit of thinking well a lot of thinking every goal and then let's go this way so yeah this is this is all a physics body basically every single object that I grab onto is literally just me grabbing onto the object there's no sort of special mechanics or swinging mechanics or anything like that it's literally just think of this as a VR human fault line because that's quite literally what it is except you have more control over your hands so when you grab onto something like human fall flat of course you can't grab onto walls in this case but when you grab onto something you can sort of use it to actually lift yourself up except in this case of course you can not grab on to anything and just lean your hand on top of something and climb up as well now this is all stuff that I've shown before but this time it's much much different because now I've got a full ragdoll character body in fact you can actually yourself push your feet about and stuff like that now you can see is still quite glitchy and it looks a little bit off simply because I don't have I don't have finger tracking or anything or animations on the hands that just makes everything look a little bit awkward in fact I'm gonna go back here because that leads to nowhere anyway yep and we're gonna go down here and you see here a light bulb with no rope but it is hanging off the ceiling and it's quite fun it's a physics light bulb so now you can imagine if I had my index controllers connected and I had full finger tracking you'd be able to make some Shadow Puppets here yeah a lot of fun to have to be had when you're messing with physics and with VR systems our new sort of technologies nowadays and of course you can't headbutt it doing doing yeah there you go and of course it crashes into the body and everything like that so there we go yep so it's all fully physics based fully a physics body here and of course all your collisions and stuff here you can see I can't go through the wall but I can go underneath it let's go one more time now I haven't done an actual crawling locomotion yet so right now I'm just using the unlocked to move around underneath things otherwise I'm using my saw standard run motion system which is which is quite fluid now anyway so I do apologize if it's a bit jumpy and you've got yourself getting a little bit of motion sickness from me looking around quite quickly I do apologize but that's that's how things are now of course we've got other things like this stuff and you go away you are a hammer and you can see a lot of bit a little bit of messing around there of course there's a tube mechanic on there a cylinder shape but it doesn't work very well on the gun and these ball objects you can see I can grab them at any point and just saw softly grubs onto the object like so and that's me messing around with a little bit more clever grub systems and of course with the gun as well you can grab on that one point except there's a little bit of a problem with these things we're in the actual arm the forearm is touching them is colliding with them when they grab which is what's causing all the rotational weirdness and that's okay because I can fix that anyway so again this is clearly very early early type stuff is very prototype II but it does look and work quite well and it's quite fun mess around with and it's gonna be so much more that I can do with this it's gonna be so cool I kind of course like actually push on my arm you can see I can push on my leg and I can lift my leg it's quite it's quite cool it's quite cool anyways that's pretty much the end of this video let's just grab this thing here and lift it up like this and of course you can see here it pushes on my head as well so there we go you can just sort of balance something like this on my shoulder quite easily and it helps you lift heavy objects and everything everything becomes more natural you just saw lift things the way you naturally would you lean things on your shoulders you can just stuff hang something off your arm for example yeah and it'll drop off anyway there you go nice and easy cool there we go and up here you can stay and there you go mmm that's pretty much the end of this video not very much to show but all very cool all very cool stuff that is nowhere near ready as you can tell but clearly clearly the idea is there and I'll get to work with this but first I'm gonna be showing the animation project I've been working on do check that out when I upload it right now this is it mm-hmm thanks very much for watching and good bye [Music] diff --git a/research/sources/nimso-transcripts/rkWjbebZiKY.txt b/research/sources/nimso-transcripts/rkWjbebZiKY.txt new file mode 100644 index 0000000..25cd840 --- /dev/null +++ b/research/sources/nimso-transcripts/rkWjbebZiKY.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Physics & Based? - ADVANCED SWORDS! (rkWjbebZiKY, 2145s) + +[Music] It's me, Ninso. Welcome back to another VR video. Today we are back in Project TX once more. Now, this is another little test scene that I've been working on. This was one of my other prototype scenes. It's quite nice. It's got a pool behind you, which is actually quite important for this video. Uh, just down here. And, uh, we've got some other test objects. Uh, you can see those trees in the background or floating. I don't know if you can see them, but you should be able to see them. Um, but yeah. So, there we go. We've got a bunch of test stuff. We've got the character waddling about there in the background. He's just going to run past here as well very soon. Um today's video I wanted to talk a little bit about some uh some wordage some wordage that's that's the way to to go with the with with the names nowadays. Um the vocabulary being used in VR. Uh now in particular I wanted to talk a little bit about the concept of physics-based. Oo what a name that is. Um so yeah very commonly in VR games nowadays physics-based has become the kind of uh the norm at the very least. And uh ooh well yeah uh and uh and yeah I wanted to talk about that. So when it comes to physics based more mo more often than not um a developer will use that term to describe anything that is effectively being uh using the physics engine. Right? So this is the physics simulation engine. Frankly it means kinematic physics. an object drops and waddles about, right? And that's that's the physics engine. It's doing the simulation of collision. You move back a little bit. It's doing the physics uh the simulation of collision movement and then you know the impact the reaction to collision causing other movement, right? And I wanted to talk about how that just doesn't it doesn't make sense to me to use that terminology specifically for uh anything using the simulation engine. For me, it's a little bit more complicated than that. It's a little bit more than that. For me, it's the term physics and then the term based. Now, that doesn't necessarily mean using the physics simulation engine. Take this sword, right? In the past, I've shown how I've got some values on on each of these materials, all of the materials that you see around you, particularly this uh set of materials here. And those values such as density affect the ability for the sword to stab into them. Right? So, for example, here we've got metal here, and I just can't stab into it so easily. Right? What I would consider when it comes to physics-based, I would say that these values are something that are based on physics. Now, they're not necessarily using the physics engine, right? They're not actually simulating anything using the physics engine. It's uh it's just a bunch of maths that I'm doing, you know, particularly based on a bunch of values that I added to the system. They're not even part of the system. physics objects and physics materials like the ones being applied here in the physics engine only affect friction and bounce, right? So, the ability for the sword to bounce off the floor, that's the that's the stuff that comes from the physics material and uh the friction of the object as it slides along the ground. That's it. Nothing else comes from the physics engine's uh default setup. I've added these additional values and uh and they're being used. I would consider that to be physics based. Now, another term that keeps getting used in uh uh this this is me I'm going to throw a little bit of shade, but I'm not going to mention who or or what or anything like that, right? One term that I I'm kind of uneen on using, but I I kind of really do often use it is the term next gen. Now in one case uh uh the term nextgen was being used to effectively describe taking a bunch of mechanics from other games that exist already released and just amalgamating those mechanics into a single product and then calling that product nextG. I think that's a bit absurd. What I would say for the term nextgen, right, I would say it's something that addresses some at least some uh concerns in VR as a whole, right? So, problem areas, one of those problem areas being, you know, wibbly wobbly physics, which is what I'm trying to address with my nextg systems. And speaking of that, I wanted to talk a little bit more about swords because one of the other things about physics-based is that I like to actually connect a number of my systems together. So, they don't just end up sitting as independent systems. You stab one thing here and well done, you've got a stab system. Hurrah. Uh, but that has to interact with other things. Now, you've already seen a little bit of this with the very fact that there are actual values for for each material that affect the way that the stab happens. I've actually made massive improvements to that. And this connects to something else which connects to something else which I mentioned just now. How does sword stabbing connect to water? I'm going to show you. Right. So, let's get over to my camera here. Um, yeah, there you are. And, uh, here's the sword that I just showed you. Now, the values that I I've actually rewritten the whole stab system. By the way, the values that you'd seen earlier was the density of a material. This is wood. This is the same wood. This is the same wood. This uh this this and this. They're all the same material and they're all the same physics material. But that doesn't matter. Well, it does matter, but it also doesn't matter for what I'm about to show you. The difference between them is very very clear. Now this is thin. This is slightly thicker. Slightly thicker. Slightly thicker. Slightly thicker. Slightly thicker. Slightly thicker. And very thick. All right. This actually you don't push me about you. Right. This actually impacts the sword stab now. Right. Let's look at it. Here we have This is going to get a little bit Oh, you're not even looking from you're looking from here. This is going to be a little bit absurd and silly. Right. So, here we have in fact, let's shove you over there. Right. So, here here we have your regular easy easy I was about to swear. Easy stab. You just pop it in there and you can just slide with one arm. One arm. I can just slide right in all the way. Now, the reason this is possible is that despite the fact that we're actually pushing through wood, we're barely pushing through much wood at all. Right? So, we're pushing through this tiny little thin portion of wood here as I move along to the next wood plank. Suddenly, and you can see here, if I show you the controllers, you can see here that I'm actually I'm I'm walking forward right now. I'm not able to just im immediately just slide it in like I was with that one. Right now I actually have to put some push a little bit push here. Right. And I can't get it all the way, but that's because of the thickness of the wood. The point I'm making is that the thickness of the wood impacts how much I can actually slide the sword in. But it actually stops at the edge of the thickness. So that means when I push this blade in, provided it hasn't come out the other end, it will continue to increase the force as I push in. Once it does come out the other end, it stops increasing the amount of force because we're no longer pushing that that amount of wood. We're not no longer increasing the amount of wood being pushed out uh by the blade. Hence here just using that one hand has now suddenly became a become a little bit difficult and but we are still able to get right to the bottom but that's where it ends right because now once I start pushing this one we're oh we're just about able to push it it's getting more difficult you can clearly see I'm now a have been having to push quite a bit but it is getting a little bit more difficult it'll a little bit more than a little bit difficult in a moment. Move this metal out of the way. And suddenly we're now at a point where using one hand is just unrealistic. It is possible, but it's a little bit it's a little bit difficult. Now we're going to use two hands. I can push it in a little bit there. And you can see by the controllers what I'm actually doing in practice in the real world. If I switch the controllers off. Go through. There we go. And even pulling out. I actually need to put effort in. Right. The thickness of the wood matters. Now we're actually pushing through almost all of the blade. It takes up to here here uh where the blade is no longer pushing into wood and it it'll actually come out. So only up to this point the force will increase. [Music] Okay. I can't get the blade out. Right. You can see here. Oh, wrong button. You can see here. There we go. Just move there. That there is there's no blade here. Right. It hasn't actually come out of the end. I can push it as much as I want to. It hasn't come out of the other end. But there's a beauty to this. We have tools. Okie dokie. Okay. Okay. Right. We have a solution to this problem, which is that we can increase the amount of force going in. This is truly physics- based, but it's also relying heavily on the physics engine to do a lot of the calculations to make sure it works consistently with all the other functions. [Music] And now you can see it's actually popped out. It's popped out the other end. Beautiful. So let's have a look at this from from the other side here. Beautiful. Well, it's actually it's worked, right? It's legitimately worked. Now, of course, this is where things get a bit difficult because now pulling it out is the same problem. The beauty of this, of course, is in the sound as well, right? You'll have noticed, you can hear it. Oh. Oh, it's beautiful. That sound effect. I just recorded uh one of my uh kitchen knives scraping on a on a chopping board. It's It's beautiful, right? I've got a lot of work to do when it comes to sounds. But yeah, once we get to this point here because now now the sword doesn't come out the other end. It doesn't matter how far you look. Um you have a look here. Doesn't matter how far you go, you're not coming out the other end because the sword is not long enough. Right? So now I can push it in as much as I want. I can use the sledgehammer. And we're not going any further because now we've reached the limit, right? We've reached the limit of what is possible with this character's strength. I could change to another character, but I've got a little bit more to show. A lot more to show, right? So that's blades, right? Except it's not blades. This has only shown what it looks like with a single type of blade in a single type of material. [Music] There we go. What happens though if I add some more detail and some more properties that impact some more variables to the to this to this little calculation? This sword is yay thin, right? It's not a very uh uh thick wide end. It's relatively thin. It's beautiful and it's nice. I've got a scaled version of this. We've got uh slightly thicker and then we've got absolutely absurd. Right. And this actually impacts the the the actual force required to push these blades in. Except of course it only impacts as you go deeper. Remember the force increases as we're pushing into more wood. But because there's only this much thickness of wood, the force doesn't increase as we go along. It just stays con constant. But it does increase depending on the width of the blade. Here we go. And suddenly this single hand is no longer able to just control it like it was. Remember this one I can just smoothly and easily slide it in. Right. This one not so easily. There we go. Now I actually have to push it like I was pushing the other blade uh well the other into the other thicker woods. Right. Suddenly, the thickness of the blade has changed the impact and the force required to push it in, but we can still get it in. There we go. This one, on the other hand, it would be useful if I could get it out of here first. Oh, there we go. Yeah, I I went and stabbed it into there, and it's just it's so thick. Oh. Oh my god. This really does show off the system, doesn't it? So, here we go. Boom. Right. So, now I'm going to try and push this blade in. And because it's so thick, suddenly the amount of wood that we're pushing out is almost the same as pushing into one of those thicker pieces there. There we go. This is as far as I go with one hand smoothly. I can push it a little bit more. You can remember with this one, right? Oh, I don't want to tap on the other sword. I could go a little bit more with that one hand, right? But with this one, no chance. Not going any further. We have reached the limit, ladies and gentlemen. Come on. I'm just about able to get it in. And this is extremely thin wood. This is impacted by the thickness of the blade. Except it gets even cooler than that. If we pop over to here. Yeah, I'm I'm actually tired. A little bit of pushing blades into walls here. Right. So, here we go. Have a look at this blade. Suddenly something has changed. This is no longer a constant shape change. It's not linear. It suddenly gets thicker here at the lower end. Right? So how does that impact the way that it affects in inside a wall and it does exactly what you'd expect it to do, which is as it goes in, we get the consistent slight increase in shape. And then once we reach here, suddenly it's a lot harder to get in, right? And that's because the shape has increased. So there we go. Now it suddenly increases here. It's all of that length. All of that length, it's already gone in. No problem. This section here, it actually affects by the shape of the blade. It's not just the thickness. It's not just a wideness value. It's an actual shape value. It affects on the basis of the shape of the blade how much force you have to put it here. There we go. We can get it just past that point here. This is quite a beautiful blade actually. But there's more. You may have noticed that stabbing is not the only thing a sword can do. Wow. That's I'm not getting anything out of this. Where's my original sword? You know what? Move along there. Thank you. That's not the one. Ah, there you are. My original sword. So, actually what I did, I separated blades into a number of different things. Oh, uh, before I mention that, there's one more thing about stabbing. Not only are those values affecting the object, no, no, no, no, no, no, no. There is one more. There is one more value that impacts the object. You can imagine here pushing into a watermelon. Nice and easy, right? Oh, in fact, we don't even need to use watermelons for this. We don't need to use watermelons for this. We can use them things over there. Now, here's the thing. wood. If we pushed into that solid wood down there, as you could see, as the increase in thickness happens, the increase in force is required on these thin blades. I was unable to push into quite a large thickness of wood. The thing is with a barrel, despite this being a solid volutric object in terms of the physics engine, in terms of the physics engine, this barrel in practice is of course only this much. You know what? Let me uh get rid of the controllers there. Is of course only this thickness in in in its actual width thickness, right? The actual planks of wood that make up the barrel are only this thick. So when I stab the barrel, it's not going to have to go through wood that is all the way thick as the barrel. It's only going to need this thickness. So I actually added that value to this as well. Meaning I can stab this barrel and I can simply go through, right? Regardless of how wide the barrel is, I just go through as if it's only as thick as this. That's part of the materials as well. It is a truly beautiful system that accounts for a lot more a lot a lot more than than you might think. But that barrel is actually something with a little bit more functionality. Yeah. Everything just keeps on having more functionality. Right. Okay. Just a little bit of uh dodgy fighting, but yeah. So, I was going to show that uh that thickness thing with the watermelon thing here. There's no point of that. Right. Okie dokie. Blades. They don't just stop. Blades actually have uh how do how do I show this? two features and three three functions, right? Two features, three functions. The two features are the point on the end of the blade and the side of the blade, the sharp end, right? There's a pointy and then there's a slide. And that's actually three different functions. Why is it three different functions? Well, stab, chop, and cut. Did you hear that? Oh. Oh, it's beautiful. It just makes it feel so nice when you can hear it. Oh, and then you just stab it and you can chop. And of course, these functions actually work together. There's only two features that are running all of these systems, but the functions themselves blend together a little bit. So, for example, you've got a chop. That's a chop. It's stuck in, right? I'm not touching it. I'm not touching it. I promise not touching it. but it's still able to cut because a cut is really just part of a chop system. It's the same blade touching the same surface and just pushing in a little bit. So, it's able to cut and then it comes out of the chop once you've cut through. [Music] Beautiful. Mixing all of these mechanics is what makes swords feel correct when you're testing them against an actual character. And of course, each of the materials are impacted. You've got this here, watermelon, which of course would impact depending on how you cut it or chop into it. You can chop into things and you can slide them off. Oh, it's beautiful. It's beautiful. Right. So, for example, if we were fighting like this, you want to chop in and then slide out. Right? So you chop in and then slide out. Chop in, slide out. Otherwise, simply cutting is also part of it. Or a stab. And of course, this is solid wood. I can't just go right through him. Right. Beautiful. It's going to expand on the mechanics of things. And I cannot wait to show you the upgrades I have added to the actual combat system. Right now, we're not showing you in this video. Boom. There's so much more. Wait for it. Oh, what a nice throw. Right here, here is something that I've been working on for a while. Right, this is a barrel. In fact, you might want to switch over to my camera mode. You see here, we've got the weighing scale. Sword, you're going to be needed soon. The weighing scale, 34.4 kg. This barrel is not a 34.4 kg barrel. This barrel is 5 kg. There's something inside the barrel which is liquid, right? When you shake it about, the liquid moves around. You can't hear it. You can't see it, but you can see the impact of it when I shake it around. Do you see that? You see how it wobbles a bit back and forth? That's because there's a physical simulation going on inside there. And again, it's not using the physics engine directly. Look at this. It wobbles back and forth. Come with me. Right. It's a little bit bouncy. It's a little bit wobbly. It wobbles back and forth. That's because there's a liquid sim inside it. If I grab it here, it leans that way. It drops that way. If I grab it here, the liquid falls over to this side and actually impacts the uh the overall center of mass of the object. Now, that matters because there's something else going on. These simulations are not just a matter of what's inside the barrel, but how it interacts with the world outside the barrel. So, here, if we grab ourselves, not that if we grab ourselves a gun. Yep. Beautiful. And when we do this, watch this. And now we can see liquid falling out of the barrel. And you can see the mass is changing. And it liquids the liquid stops here. That's because the level of the liquid is also being simulated. So you can see here 20 28 kg. No, no liquid is coming out. There was a little bit of liquid coming out there, but that's because there's a simulation going on that determines what's the level of the liquid as well. It was a 5 kg barrel, remember? Right. So, now we grab this barrel and watch carefully. Watch carefully as I pour it. I can pour it out of the hole or I can pour it out of all of the holes. Oh, it's beautiful. Right. Or I can swish it around and it actually falls out of the of the other holes. Right. Let me move move the camera. Right. Watch what happens. Here we go. I can swish it around. And it's simply falling out of the barrel as I swish it. Right. There we go. It's level based. Right. It's based on the level of the water. So, as we lift it up here, we can put it on here. And we're just going to pour it all out. Um, and then we switch to my camera mode. You can see here 18 kg is remaining. Let's pop a hole right down the bottom. There we go. And you can see how it's all liquid falling out. And only the lower holes are actually shooting liquid out. That's because those are the only ones low enough to actually uh be impacted by water, right? But there's something more. You can see now it's actually a lighter barrel. Let's pour it all out of these holes. It's nice and light. And of course, all of that liquid sim has now gone. It's now smooth. It just rolls. It rolls beautifully. Nice and easy. Nice and light. No more shaking. No more wobbling because the liquid sim has now been accounted for. And of course, this is going to do something a little bit more. Get out of here. This button here switches off all the holes. It removes all the holes. And boom. Now we've got a barrel which is unimpacted by any liquid. It's 5 kg like I mentioned. Right. But there's more. This barrel, I probably shouldn't have jumped in without uh without grabbing my physics gun. This barrel, of course, floats. Come here. Uh I've uh I've been working on the physics on the on the buoyancy system and uh yeah, it's um this is the new buoyancy system now. Um but yeah, I haven't done the the friction yet. As you can see, the barrel floats, right? It floats on water. It stays sideways because there's no liquid. There's no nothing tripping it over. If I simply drop it down, right? Boom. If I simply drop it down, it'll fall sideways and it'll it'll it'll lean down like that. Let's take this with us. Run rabbit. Run rabbit. Can I get it over? No, I can't. It's just so silly. Oh, actually, we don't really need to go down there, but I'm going to do it anyway. I need that physics gun. Oh, I don't know why I didn't grab the physics gun. Hey. Yeah. Up we go. Right. Okie dokie. What I wanted from up here is one, my sword, and two, my physics gun. Beautiful. Right. So, here we go. We've got a barrel that we can pop holes in. And of course, we can pop those holes in with the sword as well. But the barrel has no liquid. So, how am I going to show you this? Oh, that's the beauty of it. You see, once it has a few holes in there, the barrel will not only float, but it will also get these bubbles as it starts filling up with liquid once it's under the water. Right? And this is why the physics gun is so useful. See, now the barrel is starting to fill up with liquid. Oh no. Come on. Oh no. Oh no. I need to show this before it goes. Come, come. And you can see here that the barrel hasn't filled up much. These holes are unaffected, right? There's only liquid coming out the bottom here. Where's the camera? Where? Hello? Oh, are you in the wall? Of course you're in the bloody wall. Here we go. Right. So, there's only liquid coming out the bottom. Let's get the the physics gun. And we can see here that if we tip it over, we just get liquid falling everywhere. And I can control where that liquid is by swinging the barrel around. And you can see here how the liquid kind of gets thrown back and forth. Oh, it's beautiful. But if I throw it into the water, you can see here that those holes are now filling up with liquid, right? And then, of course, they pour out if I lift the barrel out of the water, right? Let's get it to fill up with hole uh with water. and we'll notice something else about it. So, here we go. This is the barrel just floating naturally on the water, right? But what happens when it starts filling heavily with water? You can see it's actually changing its buoyancy. Right? So, suddenly we've now got a buoyancy system that is being impacted by the fact that not only is it increasing its weight, but it's actually increasing, it's changing the way in which it would actually float. And eventually, it's no longer floating, right? It's no longer floating. Oh, it's bloody beautiful. So, you were wondering the question was earlier. How does a sword connect to physics objects and water? Like, so pop. Oh, I flipping love this. Oh, I spent so long on this system as well. There we go. So this is what I call a set of nextg systems. Yes, there's a bit of uh distance between the holes. There's a little bit of logic there, but yeah, this is what you want from your nextg systems. You want a set of systems that are impacting other systems, a consistent world. This will change the way you interact with these objects. Imagine building a boat, a raft out of these barrels. Shooting a hole in the barrel will allow water to flow out of that barrel or or into it and it'll stop floating. It will impact the way you interact with the world. And if I was floating on the barrel, right, I can I can hold it and float up here. I can float all over the place. But as it fills up with water, it starts to sink, right? And suddenly I'm no longer floating. Oh no. Oh no. I'm drowning, right? I'm sinking. That's the pro. I I can't even lift it up. Oh yeah. Okie dokie. Anyways, I think that's enough mechanics today. If you're wondering what nextgen physics looks like, um yeah, uh this this is this is going to be part of it, right? It's It's incredible having this set of systems where things just interact differently. Look at that. That's a heavy barrel right there. You just leave it like this. You grab the sword and then you pop a hole right down the center. Beautiful. Absolutely beautiful. Anyways, I think that's enough. Oh, I'm a little tired today. Oh, I don't want to drop the camera in the water. Yeah, I'm a little tired. I've got things to do. Um, next video I'll be showing you the NPCs. Hopefully, you understand uh my position on the concept of physics-based and also stop killing games. Um, if you haven't uh haven't looked at that initiative, please do have a look at that. It's something that I needed to mention as well. Thank you very much for watching this video. There will be much more to show later on. involving the NPCs. I have improved the combat system. You're going to love it. And uh that's uh that's the end of this video, man. Oh my god, that's a that's a tiring one. Oh, there was one more thing to show very quickly. Very quickly, here we've got a sword. Here we've got a sword. And here we've got some balloons. Balloon. Sword. Sharp end. doesn't do anything. It's fine. It can touch. It can touch unless you pop a hole into it. Pop. Pop. And of course, pop or if I cut pop. Beautiful. Thanks very much for watching. I'll see you in the next video. Bye-bye. [Music] diff --git a/research/sources/nimso-transcripts/rqLEL3kE4hc.txt b/research/sources/nimso-transcripts/rqLEL3kE4hc.txt new file mode 100644 index 0000000..082016b --- /dev/null +++ b/research/sources/nimso-transcripts/rqLEL3kE4hc.txt @@ -0,0 +1,3 @@ +# How It Works 2 A - Half Life : Alyx - Hands & Physics (rqLEL3kE4hc, 1577s) + +it's me name sony welcome back to vr today we are back in the uh in half-life alex and we're on the second episode of how it works uh in this video we won't be talking about movement anymore although there is certain things about it which is mantling uh that i could describe uh but what in what we're doing instead is talking about the hands systems uh the the way that the physics hands work and uh well the works the way that the hands work in general now i'm gonna start this uh start this a little dialogue going so that we can open that door very soon uh but the first thing i want to talk about is actually not the physics in itself but rather uh the hands there are actually three sets of hands in the game that might not make any sense but one of them is an inherent element to vr and the other two are necessary for the way this game handles its physics so what are these elements well the first one you can see uh directly in the menus this hand here what you're seeing is the tracking hand so these are actually perfectly following my real world hands and have no physics or anything like that they are never offset from my tracking that is the raw tracking that you're seeing in the menu and of course they somewhat match in game but in game we do have some physics hands that affect things as well that's not always the case however the things that are the main element are the tracking that we're talking about here so tracking always the same you have two of them and they're always there no matter what most of the time your teleport point comes from your tracking unless of course in some cases it actually goes towards the physics so you can see if i push my hand you can actually see the teleport line moving with my hand however if i if i if i pause the game you can see i'm actually pointing directly and my my other hand is actually sticking in to that hand so there we go you can push that and you can see that actually it's being pushed along right so that the teleport line is actually coming from the physics and which i will mention as the second one so the first set we've got is the pure tracking which you see here right the second set we've got is the physics hand now the physics hand actually collides with everything in the scene however the thing with the physics hand is it is always there and it's never actually connected to anything now that may not make sense but we'll get to that in a moment it's never physically connected to anything it is never stopped by anything other than the movement system and i'll explain that as well the third element is well the third set of hands is what you're seeing so the tracking you can see it here you can see it in the menu the the animated hands the actual visual hands you see them all the time of course because they move around and they connect to things and stuff like that and then the physics hand you can't really directly see it but in most cases the visual hand will try and follow it as well right so how does this all fit together well it depends on what you're doing so the game has a certain element to it which is that it tries to make your visuals look a little bit more natural in the game world as opposed to matching your tracking so the first thing it does is actually manipulate your hands uh depending on what you're doing so when your hands are neat near to something which you can see here it actually manipulates the animation but we're going to ignore the animation for now what it does as well is it actually moves the hand position what you're seeing though is not the physics hand being manipulated so here you can see i can push this hand but that's where it actually hits so you can see that the physics hand is actually offset here the animated hand the visual hand is separate to the physics and and you know what the easiest way to see that is with that teleport line like i said that teleport line is actually matching our physics right now so if i put my hand like this you can see how it offsets from that physics and the same thing applies in other situations as well like when you're moving towards an object like this so you can see i'll keep my hand straight like this and you can see it rotates towards that thing now there's a very slight blend so that it tries to match my tracking in reality what i'm doing is this but it's sort of mostly matching the actual point here before i grab it right and again you can see the physics is actually matching the tracking matching the teleport line there and you can see how the physics hand is separate completely separated from the visual hat so this is how we're handling uh the idea of what you're seeing and how it manipulates physics as well they are separated you don't directly attach your hands to the physics systems now me in my own work i actually have done that in my personal work my my visual hands are directly connected to the physics hands so whenever you see that the virtual hands the visual hands doing something the actual physics are doing that in my games that's not the case in pretty much every other build that you've seen now here the the thing i mentioned was that the physics doesn't actually connect to anything let's have a look at what's going on so here i mentioned that i can actually push on my hand here right and you can see from the teleport line that it is affected however i can teleport while holding something so let's hold something here and now let's look at where my teleport line is there's something weird going on that teleport line is obviously not matching what my visual hand is actually doing what it's actually doing is matching my physics hand so why exactly is my physics hand not here well this thing here is not physics and you can tell because if i push on it and you can see that i'm actually pushing on it right oh it's it tried to teleport me on top wonderful you can actually stand on the antenna wonderful anyways so point is if i hit it nothing happens it doesn't slide down it's only when you're grabbing it that it actually slides down that's not a joint that's not physics at all this is just a an animated motion that's that's how it works right and what actually happens is this physics hand you can see if i push on it you see how it's actually still there it's still there it's not stopped colliding with anything but this actual thing here has been grabbed by the visual hand the physics hand doesn't actually match it now you're probably thinking okay well this object is not physics so therefore that's why the physics hand is actually floating around what if you're holding a physics object well well well then something weird happens and then what we end up seeing in fact i'm going to use this this is very important right here because this i can hold with two hands then something really weird happens let me show you what happens i grab it with two hands and then look at my teleport line right you can see that my teleport line is actually not directly connected to this this object here however the thing with my teleport line is there's something really special about it it's still connected to my physics hand which is still physics as you can see it hits this wall and you can see that it actually rolls as well look at it roll look at it look at actually sliding and hitting things and you can see that directly when i actually try to hit something in fact let me just there we go give it a nice height position and you can see that you can see that here when i keep my teleport line active in fact i'm going to have to do it with something that's near a space when i keep my teleport line active you can see where my physics hand is and you can see how i'm able to manipulate this bottle while i'm holding this can while i'm holding the watering can if i don't have my my uh teleport line active it actually looks even cooler because what i'm actually doing then is this like magic i'm able to move the bottle without my hand that's because the physics hand is actually separate and never jointed to an object ever it's literally never jointed to anything right the physics hand is always active and it's where your teleport line actually comes out from so yeah you actually collide with walls to prevent your teleport line from being inside a wall right and coming out from inside a wall you actually collide with walls however it it's not what you're seeing right the collision is still active in all cases as well now that leads on to some other weird things because here like i said this is a physics object and this is not so what you can do is actually have both active at the same time let's try and do that ta-da so here now without my other hand look you can see i'm letting go and releasing it here i've got this slider active which is not a physics object so the physics joint that the game uses to create the physics object holding is still allowed to be independent this object however is stuck nicely onto on onto my my joint so i can still move this can but the slider the slider is also active at the same time here's the coolest part and this is what i was saying earlier where we've got actually three elements well here we've got four we've got this sliding one which is where my visual hand is entirely based on the slider and then we've got the can which is actually a separate physics object and then we've got our physics hand which is not colliding with the can but it collides with everything else let me show you grab so now i'm still grabbing this canister right this still i'm still grabbing this can with my other hand as you can see when i release it it's boxy back here because i'm holding it and with my teleport line you can still see that my other hand my physics hand is still there in fact if i hit it here you can see now that i'm holding this gun while my physics hand is actually being tracked by my visual hand now so here's the weird part now you can actually see my hand being pushed about so now if i grab this canister watch this you see how it hits into the wall and the canister is actually affected by my hand hitting a a a collider so the weirdest part about this game is that actually the the physics object is following not your tracking directly like your physics hand does so your physics hand is a physics object floating in air that follows your tracking which of course is this you can see in in in my in my space so you can see no no physics right but the can actually follows the physics hand which is incredibly awkward so what you have in in essence is we've got tracking that is followed by our physics hand that is then followed by the object we're holding so it always hits things when we actually try and move them it's really really unusual it's very cool but it's also very weird i've got something even cooler for you some things that you actually believe are physics objects or not at all so for example this door here yeah sure we can grab it and we can slide it and again of course our physics hand is still separate you can see me hitting it here right but that's not all this is actually not a physics object as you can see i can't actually push it my hand just goes right through but if i grab it very easily it slides that's all animated that's just a mechanic that's not a physics object now we've got something really special to talk about which is how then are we able because this is obviously matching my physics hand when i'm not holding something right so this is all just the physics hand how then is it able to move around so perfectly when i'm changing speed almost instantly right and that you can actually see very easily when you put your hand towards something so here if i move it and you can see again with my my my teleport line oh actually you can't because it's on the physics hand so when i'm moving my hand right so here for example here i'm my hands actually here right my real hand is over here right but here it actually gets stuck so i'm just going to keep my hands together so this is where both of my hands are right now you see right so obviously there there there's some natural physics to it and if my hand was behind here and then i tried to put it together here my hands you can hear the my controllers clipping together they are touching together but that hand can't get here because physics says no however how is it here then well what's happening is and this is really clear when you start doing something like this i'm gonna put my hand here watch what happens you see how the hand always stays in front of objects now this is actually much more easy to show when we've got some drawers and i'll probably show that in a bit as well but you can just show it here as well so if i just give it a crouch here you can see i can move around and obviously if i put my hand here it hits this object however if i put my hand underneath oh that doesn't work very well if i put my hand underneath you can see it goes on top right it's really weird what's happening is and this is something that was actually kind of mentioned by valve themselves in posts on twitter what was happening is we had a discussion about whether or not half-life would have arms and whether it should valve or someone at valve someone somewhere mentioned that actually what they're doing is they are doing some simulated arms personally i wouldn't call it simulated arms because in actuality what it is is a trace of the shape of your hand into where the hand is however where is that trace coming from it's not coming from anywhere along your body because none of that is actually calculated none of that is reliable information we only have tracking on the head and the hands what it's doing instead is tracing from the from the head outwards and hitting the wall and wherever it hits it positions the hand so you can see here in reality my hand just sort of rolls along the wall whereas if i'm in the movement system i can very easily smoothly rotate my hand right so what the game's actually doing when we move is it's not relying on physics instead what it's doing is positioning the hand directly it does that when you're moving without hitting an object and it does that when you're hitting an object as well it traces out if i can get the hand where you're where you're placing it it'll just place it there if not it'll place it at the closest point and then as soon as you stop moving it corrects it using actual physics because what it's doing is tracing that physics shape but stopping and it's positioning it directly there's no physics involved so how about what happens with physics objects then how's about physics objects how do they work then well physics objects don't do exactly the same thing you can see how they're kind of getting pushed about while the hand itself is doing that so here you can see how it jumps in but the can the can is not doing that the can is still getting pushed about by physics rotating and whatnot and sometimes getting pushed through through the wall that's because the can is just being repositioned to where my hand is it's it depends on of course whether the hand is being traced and hits a wall that's fine but the thing is that object still only goes based on where the hand is you see how the hand gets pushed back but the object doesn't it just moves to where the hand is being moved to so you're still getting that fake movement right you're still getting that fake movement but in order to keep the tracking from from going and you can see this if i kind of stepped to the right very quickly myself so here i'm keeping my hand completely still and you can see that in my tracking here right i'm keeping my hand rotated completely still i'm going to hold it with my other with my oh need a teleport there i'm going to hold my arm with my other hand nice and solid right so there we go i'm just moving with my whole body from left to right i should have had my camera on today but uh there we go right so you can see here that this can this this dustbin right gets wobbled about however when i do the same thing with fake locomotion nothing that's because there's no velocity there's no real physics going on but that leads to another problem how exactly does the game handle cans of objects so here we've got a complete store of objects which i just shattered most of them thanks to me pressing a button that i didn't expect to do right so now here we we have a bunch of things sitting on top of this how exactly i'm just going to do it like that there we go how exactly are they oh it's a one-handed object how exactly are they not being wobbled about as well look at this i'm shaking it quite wildly here in reality if i shook it you'd see them move so how exactly are they just staying completely still when i'm moving around like mad well what the game does is it actually has an intelligent zone and you can tell this because if i put objects on the other side stand still you can see that they just stay in place they don't actually follow the object that i'm holding as you can see you see how it just stays in place when i move that doesn't happen on the inside and you're probably thinking ah but hang on a minute so it has these connections that that prevent it from dropping okay well let's have a look in here then i'm gonna place it perfectly in the center there right in the center right so now i'm going to move oh other than this box here oh it's going to be difficult there we go place it right in the center and now you can see i'm able to move really quickly and the can doesn't move at all whereas in reality if i moved that thing would just wobble like mad right but of course the same thing on the other side yeah if i move like that it'll wobble right but if i did it without physics it just falls off because that doesn't have that special zone this leads to some real cool things which you probably you might have actually seen but i can guarantee you you haven't understood it right here's something really unusual and i'm just going to try and hold the problem with this chair is i can't hold it with one hand and i'll explain that in a moment as well but here you've got a chair now when you put an object on this chair for example this canister right ah damn i stand on the check for example this canister right it actually stays in position what that means is this area here is actually one of those zones a special zone that holds objects and that leads to something really cool because the game doesn't actually care how that object entered the zone it only does the stuff when you're moving when you're smooth locomoting right but it does it based on like what's in that zone so watch what happens here if i place objects in that zone they start getting moved look at that look at that like magic they start getting moved because the game has them in that zone now i haven't tried this myself but i'm really curious to see what happens if i place this can here and then put the chair so that there's an object in its zone and then teleport you can see there it is there it is i teleported with the can you see how that happens that's because the game knows that if you've got some object in your in another object and you teleport it has to move with that so what you end up with is this really really weird thing where you've got an object here and then as soon as you teleport you teleport with that object you could see the can was stuck inside the chair there really really cool stuff it's it's the most unusual thing you've ever seen but it makes sense once you understand why that's happening and um i don't know what um what what what i'm gonna do here because this video is probably gonna get a little bit longer than this i think i'm going to stop it here there is so much more to talk about when it comes to hands and physics one of those things is what i was complaining about just now which is this chair i can hold it with one with two hands but as soon as i try and hold it with one hand it just detaches right it just automatically detaches now we're going to talk about that as well but i think i should end this video here i left you with one unusual glitch or thing that i that you can do and you can try that anywhere so for example here if we get through this section here right skip this i don't care there we go you can try it here with this chair for example and this chair is really cool because i can actually hold it with one hand right so that's really cool what i can do here is place the chair oh in fact i'll place the chair like this because there's a zone on here as well you can move things around on the chair so if i was to take this object here and place it on there you can move around while it's on the chair which is really cool right but obviously that means that i can move things that are on the shelf just like magic i think i'm going to end the video here that's the end of this video thanks very much for watching if you're very curious as to what on earth is just go just you've just seen in this video watch it over again because it it is a little very it's very weird thing to try and get your head around how the game has to do certain things because it needs to allow for smooth loco and teleporting right and all the extra things that come as a result of that along with all the motion sickness things which is like digitalizing the movement so that you're not accelerating smoothly and then of course how the hand physics work to not show all that lag and you can really see that lag when you actually perform a crouch because with the crouch there's none of that clever stuff so that's what was happening here when you throw an object in here and you press the crouch button they get thrown about that's because there's none of that clever stuff none of the fakery going on when you press the fake crouch all it does is offset your real physical tracking right and you can see the hands get lugged behind and everything and even these weird these these information things like press and hold to toggle the menu they're actually sitting on the physics hand everything seems to be sitting on the physics hand with the exception of one thing the menu hands anyways i think i'm going to keep going too much on this video if i carry on so we're going to leave it here and there's going to be another part on how physics objects work when it comes to weight and and how the game balances all of that i am still working on the actual separate project so you will see a an attempted replication of some of this mechanical stuff uh in my own unity project as well until then thanks very much for watching uh any curiosities once again ask again in the comments and that's kind of the end of this video thanks very much for watching goodbye diff --git a/research/sources/nimso-transcripts/tMDmwD1cQPg.txt b/research/sources/nimso-transcripts/tMDmwD1cQPg.txt new file mode 100644 index 0000000..4d9d092 --- /dev/null +++ b/research/sources/nimso-transcripts/tMDmwD1cQPg.txt @@ -0,0 +1,3 @@ +# IN-DEPTH VR PHYSICS INTERACTIONS - Part 1 (tMDmwD1cQPg, 2713s) + +[Music] [Applause] it's me NSO welcome back to another VR video today we are back in Project ex once more uh you may notice immediately there's a little bit of awkwardness in the sound uh that's because one I'm using my Oculus Rift cv1 uh mainly because it's just more convenient it's like 100 million times more convenient for me that uh sensor is in an awkward position there we go that's fixed um also I've had a flu so there we go it's been quite a while since the wow my voice just cracked up there it's been quite a while since wow that happened again it's been quite a while since the last video um and actually I want to mention something before the end of the video this time around um I have a patreon and I just want to mention it I normally say at the end of the video but yeah basically been living off savings and patreon right now so uh yeah if you can if you can join in you can join in if you can't that's live right otherwise subscribe subscribe subscribe don't press it twice because uh then it unsubscribed but there we go right so that's that uh but also I want to talk about funding for the project itself so this is Project TX which is the game that I'm working on which is this game uh this is a tech demo for the game and um yeah I've been considering sort of uh official sort of funding in proper investment and stuff and uh I've been talking to people and that's that but also I want to I want to go ahead and and try and get independent funding as well so I am considering a crowdfunding campaign if anyone has an opinion on that go ahead and mention in the comments say what you want to say uh but uh if I go ahead with it I'll probably be build something like a Kickstarter for the release of this Tech demo so when this releases that'll go live right if that's uh if that's something I go go ahead with and that's life right that's just how it is um that's pretty cool right that's that and let's begin the video so here we go this time around wow my voice is going crazy right today's video is going to be about the interactions this is the big interactions update I've been working for the past month or so uh very important stuff I had to get all of these basic things in it was uh was a lot of work but there we go so first thing you'll notice is in fact if I switch to my view you'll see there's a little bit more uh visual Pleasant going on here I've actually cleaned up things rewrote my shaders a little bit because they needed a little bit more speed so things are a little bit more performant you'll notice some bottles and stuff as well and this Shader here in particular well it's not really the Shader that that's doing the work a little bit of clever texturing techniques uh it looks like a bump map it looks like uh you know it's bumping out here this surface but it isn't right so that's happening here as well there we go nice little uh looks like a bump map but it isn't there's no actual bump there in the texturing or anything like that it's just the specula looks really nice but there we go I also have some new uh shaders for bottles really really nice I'm using similar ones on balloons as well and they look pretty good and then there's a special one here which I will talk about in a moment the first thing you will notice is that there are now some proper sounds going on in the in the world right so that's something I want to talk about because it's uh it's it's actually using a new system behind the scenes for properties uh but before we do that I want to talk a little bit about the physics very quickly because it's something that has been that has been mentioned it's been mentioned probably since the beginning of physics be in VR ever being a thing so I've been hearing this comment for years now um but uh oh you know what I could just kind of turn turn you over no you stay there I'll turn over here there we go now I'm looking at the camera as well as the camera right which is it's a bit awkward um but yeah so talking about physics a lot of people always mention this um it's too strong your character is too strong right now one of the reasons that when you're building a physics based VR game you generally have the player too strong is because you want them to be able to climb right but of course as I've mentioned many a time and you can hear my voice going a little bit crackly today um I as I mentioned it's a matter of actual structure that also AIDS you in climbing right because that's what's happening in reality it's not simply a matter of look at me I can climb with my arm stretched out like that so when it comes to stretching your arm out you shouldn't be able to lift a sledgehammer which is one of the biggest comments that I got told uh cuz I kept talking about uh wobbly physics in the last video or in the video video before that or in every video and uh people be like um yeah of course it's wobbly because you can't lift the OB okay yeah you know what yes you can't lift a sledgehammer with one hand I haven't increased the weight of the sledgehammer it is still 12 kg like it was before um there you go right I don't know if you can see that with the Camera 12 kg on the sledgehammer my character is my character is 60 kg right and of course I can still climb but with one hand you can't hold a sledgehammer outstretched like that uh as you can see where my controllers are there you go because I really wanted to put some time into actually like waiting things correctly and not really the weights of the objects themselves but more the actual management of weight in in your arm so the the actual values the structure of your arm needs to be as accurate as I can get it so that things really feel distinct right so for example here with this Sledgehammer you can't lift it like that but of course if you just let your structure correct it you can then lift it up right you can and of course you can always swing it right which is the best part about this is that it allows you to actually use the swing of things properly and you can see even then within the hand that it's got some movement here right so it's got It's got movement within the hand as well so there we go yeah you can see it it moves very slightly it moves slightly in the hand there you go right so it's got It's got the natural natural the natural physics within the hand as well as the hand itself holding back on there and the muscle here which of course does most of the work here right so there we go the muscle here does most of the work whereas lifting it here not so quick right not so quick to do that but you do this it's much faster and that's because this muscle here does a lot of the work whereas that one has to lift the whole arm and yeah it ends up with a much more nice feeling structure right it's just it feels so much more natural now cuz you're actually having to think about things that are super duper heavy right so what you can do though uh is you end up with with a situation where with your controlls if you look here uh you try and swing the hammer and you just you have trouble there right obviously o can't even lift it over right so you have trouble trying to swing it like that so obviously the best part about this and this is what I absolutely love about this system and I've been really really enjoying kind of testing this game probably lost a lot of hours of work time just testing the game because you get stuck in when you're when you're playing with somebody like this you can use the body right you just use your shoulder so it's so beautiful oh I love doing this oh it's so enjoyable there we go that's how you that's how you want to control things right it is it is excellent it just feels right and of course you hold it like that and then as you're swinging you want to slide you want to slide your hand down like so so so you get this right and that means you can swing quite well like so you know you can get a lot of power there in the swing even though it's your weight it's it's a heavy weighted object right and the reason I wanted things to be just really accurate in terms of uh your your weakness right your weakness as a human just un unable to lift things so easily and infinitely easy is because cuz I wanted things to have I want them to feel like they've got way like when you're grabbing an object you want you want to really feel the weight of an object but at the same time I want them to be accurate right so this thing here less than a kilogram but you should still feel the physics of it right so here we go you still have that sort of throw off if you try and stop your hand almost immediately yeah right there we go it might be more visible in camera mode so here we go pretty much immediate but if you do if you do that you can see it gets thrown off a little bit that's really really important in fact because when you're fighting someone someone something whatever right you're going to want to be able to have not that in fact yeah you can feel from there there we go when you're fighting someone you want them to be able to push you out of the way like that right so you want you want to actually be pushed out of the way as well right so similar to similar to how you would do in reality is if you have enough of a hit bang you should be able to push someone completely out of the way before you hit them properly like so so if you want to see that in in like natural view wh that was a wrong uh wrong move I need to really practice some sword f techniques properly right so you want to be able to and it needs to still have without any of that award waiting this you should still be able to really very quickly switch your directions and you should still be able to hit really really quickly right with a sword because it should be that light but uh but there we go now as I mentioned earlier there are sounds and effects and particles we're going to have a look at bottles because I want to talk firstly about this Shader it's uh it's a bit heavy on the performance so there is no way I'm keeping it as it is right now um you'll immediately notice that uh the finger pausing has not been improved yet uh that that's kind of the last that's kind of the last thing I'll do it's uh it's just one of those things I want to get all of the physical mechanics in right first and uh and then we'll get to that actually today's video is going to be quite long um I've recorded it about four times now and then had a hard drive failure as well so I've had a lot of trouble over the past two days but um but yeah I'm not I'm not even going to get to guns in this video I'm just going to do it in two parts instead right so this will probably be a 30- minute video or something like that um but there we go um there you go so the new new bottle Shader yeah I someone mentioned after I showed this one someone was like okay yeah I want to see some liquid so I was like okay I'll do liquid for you there you go right this is a nice little liquid Shader it's a bit heavy on the performance of course like I said and you can see it here right ooh there we go so there's the sound right now let's talk about sounds right that's why I wanted to use the bottle the way I'm handling sounds is not simply this object has some sounds attached to it instead no object has any sound or anything attached to it at all right instead they are the the the sounds are attached to uh an extension to the physic engine well it's not really under the hood it's not actually an extension to it but the way I'm using it is is as an extension which acts as an extension that is physical properties attached to the physical material now the what physics materials are in this physics engine are they kind of handle the bounce of an object so if you have you have a ball the bounce of an object as opposed to the bounce of the watermelon not as bouncy right the bounce of an object as well as the friction right so the friction of your hand yeah grab that the friction of your hand sliding along this surface which of course causes the object to Wibble wobble if I slide it and push it around physic the the physics material handles friction and bounce right right but that's not enough really I wanted it to handle a lot more than that including sounds but the thing with sounds is They Don't Really there's something awkward about having a bottle making a pink sound uh a tingting sound when it's hitting a softer surface right so I decided thank goodness that didn't break my whole bottle I'm going to break it in a moment anyway um so so what I decided was I would extend my materials because I can't really make material sound effects for every single combination I can't have bottle hitting wood bottle hitting metal bottle hitting another glass bottle bottle hitting uh concrete bottle hitting rubber I can't really do that that's insane instead I separated each of these into categories and the physical properties determine the surface type of each material so you've got soft materials like skin or Rubber and you can hear the different sound there that you're getting from that right as opposed to hard materials right [Music] so you hear the difference and that's based entirely on the material right so this bottle it does it's not the bottle that's making any sound it's the material hitting another material and checking the surface type of that material and then of course we've got metal which is just using the same sound as hard right now and that's actually a hard surface as well that's actually glass there is also a rock surface where it's all concrete and stuff like that uh but then there we go it's always just fun to do that instead right now what I want to show you obviously is that it's not just the sounds that are being handled by that if I pick up a sword you'll see here that it's not just a matter of sound because when I hit the soft materials and then I hit hard material you get a different sound but when you hit metallic materials with a metal object you get that spark now not all of these sounds are custom made some of them are still those lousy old ones that I've been using for a long time mainly because I haven't recorded them but uh for things like the bottle I have actually I've recorded those myself so there we go this so This glass here that you're seeing in my hand that's the actual one you're hearing in uh in the in the game world when I'm when I'm using them so so there we go when I'm when I'm moving bottles and stuff around that's the actual sound effect I've been recording some sounds it's been quite fun to do so but Metals right so one of the other things that I wanted to add to well the physical properties in itself is an extension of the physics materials in the physics engine which means I can add a lot of things to it um to just for fun right to to add more detail to the way that physics is handled to the materials themselves rather than two objects so this object for example is of course stabbable right right you can stab wood but there we go now the thing is you can't stab glass you can't stab metal but you can stab dirt yeah there we go you can stab Rubber and you can actually St stab soft Plastics down there but how am I determining that am I using the physical properties to determine whether something is stabbable technically yes but it's not a stabbable value instead I'm using the density of the object as the measurement for this as well as the friction that is happening as you push the object in so for example here uh when you when you stab into wood It's relatively low density in comparison to dirt which slows the friction down of the object inside there much more right and uh of course all stabbable objects have that value right so there we go I can't stab into something like concrete now of course this is all dependent on the sharpness of your object as well so if I pop over to here we've got this and I can't stab into a concrete surface right so if I go over there I can't stab into concrete surface I can stab into the soil uh the dirt surface the rubber surface dot dot dot I can stab into this wood right no problem right there we go but I can't stab into concrete and I can't stab into metal or glass unless of course I've got enough Force to stab into them because remember none of these are set as stabbable surfaces instead it's the density of the material that is preventing me from stabbing through so if I was to leave that here and run over there you'll have to excuse the slight wobbliness of the of the visuals here the character model doesn't change at all um when being swapped to so the visual model doesn't change at all it's just exactly positioned as per and and that's why you can see the physics object here very slightly off as you rotate your head we're talking about very minuscule values normally um you you don't you just kind of hide that behind the scenes but I want it to be as accurate as possible now this guy is very very strong so of course when you stab into something like wood it's a little bit easier right I don't have to put any effort at all but I can now stab into concrete because I have the [Laughter] strength right I have that kind of strength but not only do I have strength like I said that has now [Music] affected it has now affected the friction that you stab in with cuz now compare that friction to this right nice and easy I can just lift it right out I can't even get it back in there because I'm not that big guy right so there you go absolutely brilliant I have extended the physical materials to use them to handle things like density um the sound effects that come out and I decided I would go even further than that and just play around with more of it so there we go and I added something like magnetism as well cuz I can use these for anything now anything that is related to physical material I can do that so here we go we've got the old Grabbers I've added this new glowy effect to tell you when I'm when I'm activating it right so there we go it can attach to anything right and uh it can it can attach and it can grab right there we go so you can grab this box which is very very heavy so I can't really pick it up with one hand with two hands I can lift it yeah there we go right those can pick them up but this one I might be a little bit loud for the microphone today like I said I can't I can't really control my voice so well as well um but this one you can't pick it up and why is that because that is not that is not a magnetic surface that's not metallic it's not magnetic there is a magnetic value set up in the properties and none of these are magnetic so of course when you pick up something that is magnetic it actually attaches right this is a magnet based system now so now I can detect magnetism as well and it's again it's entirely based on the material right because even though these these are like props they have all of the advanced stuff going on under the hood but something like these these are just static objects they just exist in the world I can't grab glass I can't grab metal and I put in a lot of force that grab it so there you go it like and they can stay stuck there you go nice and easy and beautiful and I think I'm melting away today um bit of a heavy one so there you go it's beautiful I can actually add actual physical properties to physics materials and it applies directly to the material instead of to an object right so I don't have to apply it to specific objects like the broken watermelon over there there you go it's beautiful I absolutely love this and another cool thing is that if you grab a bottle grab a this is why I should have shown you the the pull system first but uh if you grab a bottle and then you smash it over here and you smash it on the concrete and then you can where's the end bit there you go you can grab that and then you can just stab him with that as well so yeah even even that is stabbable right so it's got stabbable on the end of a bottle uh you look terrible just take that off please uh but there you go you'll have noticed though when I point it towards an object I can actually make it Glow now you've seen this before in a previous version of my of this of this game um in a V video probably about a year ago or so which is my distance grab and you can see it doesn't pull the object directly into hand I still need to put a little bit of for rotating it properly but right now it pulls it towards the area in front of you and there you go and then it drops after a moment as well so you can do that with anything you need to grab and you've got a distance grab there that allows you to grab it so there you go but there's more to it uh there we go there's more to it right it's not simply a matter of hover grab hover grab and then grab it from there it's more than that because what I wanted to do is I wanted to use this as a pure physics based thing there's no there's no fakery going on nothing immediately attaches to your hand or anything like that nothing pulls directly to you it's just it's an object that hovers directly in front of you but there needs to be limits to that right so what I did is I decided there would be a physical limit and then that acts very much like a force based pull right I have to add the word best there because uh uh copyright uh copyright uh it's completely legally distinct it's a force-based pull right okay so there you go you've got force-based pull and you can pull any object towards you so there you go and of course what happens when you've got something that's too heavy to pull is it still pulls towards that position but with the limited Force right so there you go and you end up with the ability to control things that this is this is too heavy I can just about lift it there you go start rolling right you get the ability to actually pull things that are light enough for you to pull there you go and then things that are heavy just kind of get dragged along and and there you go right so you can still you can still grab things from distance even though they're too heavy to grab so there we go you pull it along and then you can grab it right it's beautiful where has light things you just put pull them pull them and they come up there and that adds some more detailing to the game world because one it's lore friendly uh under the under the universe in this game uh there is this the the the TX energy that I mentioned in the in the video where I described the the hover grab originally right so you've got that uh but also it allows for more advanced um puzzling for example right so I can stand up here and and then I can put not that ladder the other ladder for goodness sake I can pull the ladder and grab it and there we go right so it adds a new technique it it adds a new addition for for puzzle building right and it allows you to do things like that so you've got things that are too heavy like that and you can now bring them towards you to break things and do things like that so you can just hover grab any object even if it's too heavy right it it just creates a new new mechanic for actually handling things it's absolutely beautiful and things like like this uh like this wheel you pull it and it rolls over and there you go even though it's light enough to hover right it can just about hover but because it's just about heavy enough it actually gets thrown about next element of the game ooh this one is the best because this one is the attachment system yay I have let me see how terrible that looks is it is it positioned all right yeah it's positioned all right wow at least this object is positioned all right so the the swords They Don't Really position very yeah look at that I need to I need to put some time into into repositioning things these these are not positioned so well now one thing you'll notice actually let me just well you know what I'll keep my view mirror on you can see this mirror you shouldn't be able to see it but but there you go right um the the object on the back can actually be grabbed in a different direction right so here I've grabbed it upside down but if I do that again yeah it it's based on the rotation of your hand as you grab it out so there is an element of physicality to this right which is really nice except it's more than that right it's not simply a matter of physicality it's actually physics you can let me switch the view mirror off it actually physics so this object here is not just being positioned on my back this is the new attachment system that allows me to actually place things on my back like literally it's uh it's no Collide right there's no there's no Collision here but it's a physical attachment and what that means is something like this Sledgehammer when it's placed on my back is actually weighing me down so if you remember I was 60 kg right so you'll see here it's just about switching between 60 and and a little bit close if I stand still they might do a little bit of a better job you can see 60 there I can see it just from the edge of my eye but if I have a sledgehammer you can see it's now gone to 72 right that's because the sledgehammer is 12 kg right there you go but if it's attached to my back it shouldn't then stop weighing down so it has actually increased my overall weight because it is actually attached to my back that is a little bit unusual it creates a little bit of trouble for climbing because you could have very heavy if you have two sledgehammers on your back you can see there my Landing has even been affected right when I jump I've been it's it's all been affected my Landing has now slowed down and now I weigh 85 84 kg right um which is a bit of a problem because now my character who is weight balanced to be able to climb at 60 kg is now 84 kg so like okay there's a little bit of trouble but I'm fine with that I kind of work I want to work a little bit on on a more RPG friendly system here again this is not entirely a game thing this is all more RPG friendly it's it's it's more an overall set of systems for the game world uh and you can see why this this video was going to take a little bit longer than I expected because there are so many little bits and bats that I've added in and I like to talk with a lot of detail now there is of course more going on so things like uh weapons can be attached to the sides here and there you go in fact there's a little bit more I'm not going to I'm not going to show you any of the actual physics Mechanics for the guns but right now I'll just show you something because someone mentioned this a lot of people were annoyed with this so I decided you know what you want me to do it I'm going to do it okay so leg Collision click the legs are now fully collidable if I should choose to do so right now it does cause a bit of interference with the gameplay movement um and you can see here that the legs when they start to cross it kind of it kind of gets confused there you go they they they kind of lock up a little bit right if I move your camera out a little bit it might help um but yeah so these are now collidable legs and I added a point on them as well so you can now attach a gun to your leg there you go have access to them and this is is it's based on buttons right so I can actually um I can actually grab and things next to my Surface here if I have that on my hip I can grab here and it doesn't pick out the gun unless I hold the a ooh unless I hold the a button right so there you go it it's based on you having your your button your your primary button pressed and uh that's I just wanted something to activate it because I don't like the idea that when your hand is here and you're trying to grab something you end up grabbing the thing in your pocket I don't like that but as you can see I'm able to use the legs physically now um which is again if once I've actually written this system with a lot more intelligence to it so that it doesn't cross over and it doesn't impact my movement right now it's impacting my movement quite a bit especially when I try and climb or something right there's going to be legs there impacting my movement so it's going to be really cool um that that I can actually use the legs physically like literally exist in the game world but of course right now there'll just be a little bit of a cause for concern because if I have something like this it's like now my legs are probably interfering quite a bit um and try and try and hop myself through and I can't I can barely get through right so whereas if I switch off the leg Collision so now they they're not coll collidable there is a small problem which is that that gun is no longer accessible right so those grab points no longer exist because the legs are are non- collision and uh those points are directly attached to those colliders right so that it's actually the leg Collision that impacts whether I can access the trigger zone so that's a small problem I'll probably be able to fix that later on down the line uh because having the legs always Collide might be one of one of the biggest problems that you'd have playing a game like this in this way it's a bit bit awkward to have leg Collision all the time but now that I have no leg Collision it should be a little bit easier for me to hop through here and go right through from from there but yeah how many games have you seen where you can actually hang yourself in to a a tire swing okay but of course things get cooler let me get you know what we'll leave that there just for fun it looks nice and cool right and now I'm a cool guy who has a gun on his leg because that makes absolute sense doesn't it things get really cool when you're dealing with the attachment system because you can take things to a much more extreme idea this is the Rope gun right you've seen this before it's just it's basically a grapple hook right so there we go you point the grapple hook up there there and and now you've got a grapple hook that you can swing off of brilliant but there's more to it than that because the grapple can of course be attached to the back using the attachment system so you know exactly what's going on now don't you so what we can do is we can use the grapple you know what I'm going to be better off if I go over here first and get me some uh oh a little bit of targeting trouble get me my little rocket boosters first because I'm going to need them when I'm doing this so what we want to do we'll hang those over here and uh we'll take this and we'll try and shoot the there we go and now one two 3 hit yay and there we go I now attached directly to this so of course I'm going to need my Rockets because I want to be able to do this we look at me you just you never really thought about it did you oh look at me I'm knocking into this thing this is not safe this is not safe at all you know what hold on hold on uh let me let me just let me let me take that off we'll do it over here so I'm not knocking into the knocking into the swing I I keep hitting the ceiling so I I do have a um an invisible wall ceiling at the top there there we go that's better right and then there it didn't attach I'm going to have to try and catch that now oh I made the mistake again of losing it losing access to it hey come back here you there we go right now then let's try this one more time there we go and uh oh come here right oh come on oh come on give me the grapple I keep missing as well got you right one more time boom in NE I might skip to this uh I think the problem is that I'm I'm putting it too high so it's something difficult right there we go better right so there we go now I've got Rockets I can fly around and I can swing on this it's an actual swing now and of course it can get a little bit extreme if you if you throw it a little bit too much so there we go we can go woo all the way yay it's up absolutely absurd of course as always right everything I do is absurd like this just go around and round and put that back and then we grab that and W it's freaking beautiful I love it I love this this game has gotten me absolutely going absurd sorry about this this is a long long video and there's so much more you'll have noticed there's a vending machine over there for things and uh that's that that one's for the guns I'll talk about in that in the second part to this video I'll probably upload that next week I need to record a second video of this oh it's it's driving me crazy there's so much so much to talk about um we probably we can play some Jenga or something like that legally distinct of course um but other than that yes there's a there's a vending machine down there there's one over here and small objects like the bottles they just come straight out the the entrance there I've been writing a a pooling system to to improve performance and uh minimize memory concerns when it comes to spawning objects so they don't [Music] um come on there we go uh I should probably start smashing things just for fun uh yeah but I've I've been writing a pooling system to make things like that uh work a little bit better uh performance- wise but beyond that it is how it is we can always switch over to my camera start having a look a little bit at some [Music] smashing and then of course we've got some more bottles here um yeah the the hover system is really cool for things like this you can kind of play volleyball you've got the the nice uh the nice liquid system here ooh that's something I really wanted to mention take this bottle with me get out of the way battle buts butts are a bit of a problem why now this is something I've seen in another game called bone laap you'll know of it don't worry about it but I it's something that I wanted to do a while ago as well because when I first sort of played with with with with baseball bats almost immediately I noticed a problem right which is there's a grab here which is of this radius right there's a grab here of this radius however they are not separated graphs which means that radius actually changes dynamically over the course of the surface which is a problem because you know that means you have to have an advanced dynamic graub system so I decided I would have to do that right so here we go we've got a graub that actually changes dynamically along the surface of the object you can see here it gets bigger and wider as it goes up there so I I I wrote a little curve system to be able to control this there we go you can see it dynamically changes over the course of the surface I don't have hand tracking today um even though that's become kind of tradition for these videos but you know how it is right um and I wrote that and I decided I'll use that on pretty much anything that requires it so even things like this like these there is a little bump there where the finger lifts up right that's let's see if I can oh I'm I'm too wide I'm too wide with that mode but yeah there's a little bump there that your finger actually lifts over once I've finished the actual pausing systems for the fingers things will look really really cool but right now it's being used even here right so there we go you can see how the bottle the surface of the bottle bottle is matched by the actual grab and remember this is not the finger pausing this is actually the grab system right so there we go there the fingers actually lift out right and then you can grab the thing nice and tightly here or you can grab it like that properly on that end and you'll notice that yeah even with small objects like bottles I always allow double double hand grabs right two hand grabs I don't like the idea of controlling whether the player can hold something with two hands there's just no need for me to say you can't hold that with two hands right there's no need at all you should be able to hold it in any way possible even like this right it it there's just no need for me to block you from doing that I don't like the idea of any game that is controlling those types of things the point of VR is to allow me to grab things the way I want to grab them no matter what that is and in this case it's this right I do want to add the ability to actually grab over the corners like that and smoothly convert between that and then over the corner like that and I'll talk about that in the next video as well but there you go it's a beautiful little smooth system smooth system it it works really really nice and of course is very good for smashing things but there you go thanks very much for watching this video I'll probably do a little bit of punching because we haven't seen this in a long while so there we go we've got a nice right we've got a little bit of a a Wing Chun area here if you want I know I did this a long long time ago in a previous video you might need to zoom out I don't know if you need a zoom out or zoom in there's a little bit of things going on around here it's a bit uncomfortable area here we'll move you over to there and uh you know there you go it's not it's you can grab the surface of his hand as well so you can swing him around you can grab him from here and and just pull it back grab him in the head and slap him um the next video full video will be NPCs right I'm coming very very close to completion of the tech demo because all the mechanics will be will be completed um but uh but there you go you can of course all of this like I said it's all based on material which means that if I walk into a blade it's uh not exactly the safest thing to deal with but look at me I look ridiculous you yeah take that um oh my goodness anyways thanks very much for watching this video it's it's been a little bit wild and absurd and crazy another thing I was supposed to mention up here is um is that these things when they're too big they don't actually come out of the hole there they come down here but there's a small problem because anything breakable just breaks because it's standing too high so your second one then get saved by the Broken object it's a bit absurd everything's absurd thanks very much for watching I will see you in the next video where which will actually be part two of this video it'll actually be part two of this video um uh but that's the end of this video thanks very much for watching I will see you in the next one subscribe subscribe subscribe hit the like button a million times um a million and one times it has to be an number okay just all buttons that you click on YouTube must be clicked an odd number of times otherwise they'll revert back to the previous status and uh check out the patreon look forward to a Kickstarter if I do finally decide to do that please comment on the idea in the in in the in the in the you know what yeah comment in the description as well there you go there you go um I am very flu heavy right now so uh goodbye [Music] sh diff --git a/research/sources/nimso-transcripts/us8NAyUzkw8.txt b/research/sources/nimso-transcripts/us8NAyUzkw8.txt new file mode 100644 index 0000000..f668a42 --- /dev/null +++ b/research/sources/nimso-transcripts/us8NAyUzkw8.txt @@ -0,0 +1,3 @@ +# -aQuickVid- Hybrid Presence VR Physics makes dancing more fun! (us8NAyUzkw8, 102s) + +[Music] [Applause] [Music] [Applause] I'll say - okay - closing time I was holding it and the hand was holding my a cold spot smell of smoke whiskey fill up her lungs with the cold air with a knife I walked her home and she took me inside finished in another perfect night she played the fiddle in an Irish band but she fell in love with an Englishman sterling baby [Music] diff --git a/research/sources/nimso-transcripts/vOBowFNR3HI.txt b/research/sources/nimso-transcripts/vOBowFNR3HI.txt new file mode 100644 index 0000000..f5d0e99 --- /dev/null +++ b/research/sources/nimso-transcripts/vOBowFNR3HI.txt @@ -0,0 +1,3 @@ +# WHY PHYSICS WHY NOT? - Moving in Unity - Physics in Unity - Intermediate Tutorial Series Part 4 (vOBowFNR3HI, 518s) + +it's me names Sony welcome to part 4 of my unity tutorial series moving in unity today we're going to be discussing the basics of physics in unity now this is actually a precursor to power 5 where I'm going to be using a physics system to move our object around and we can see here from a previous part that we have movement based on our camera the problem with this movement is that it can go through walls let's highlight that by making a wall so you can move here I've duplicated this cube down here which I'm now going to scale up and we're going to scale it back as well just to make it a wall so here we can see we've got a wall in fact I placed it on the side of our camera oh well camera moves so that's ok so you can see here that because we're moving our object just by its transform and we have no physics on it whatsoever you can just move it right through the wall that's problem of course but we can fix that let's have a look first at what our player actually is it's just a cube with a transform and a script I'm going to move that back now and what I'm going to place in the scene instead is a sphere this sphere I'm going to put it at 0 0 on the x and y are z values but I'm going to leave it at 2 on the Y and I'm going to move it a little bit to the left duplicate it using control D and then move it to the right we're going to give it material here we are and let's make a second material as well again ctrl T ctrl D sorry we can duplicate materials we can duplicate anything in unity using ctrl D by selecting it and then change the material color I'm going to go with a nice blue and we're going to attach that to the one on our right okay let's press play we can see both of our spheres here and they don't move of course we haven't attached a script to them now this one on the left you can see here that we have a sphere Collider of course we have the same on the right but we're going to remove this Collider from the one on the right there's a reason and this video is all about determining which physics system were actually going to use in our game and I'll explain to you why I'm not going to be using a rigidbody first you have to explain to you what the rigidbody actually does so down here in add component I'm going to add a rigidbody to our red sphere and on our right on us the blue sphere I'm going to add a character controller now character controller is a special type of physics object which allows unity to literally move an object with some collision but it's entirely script based it's entirely unity zone construct whereas the rigidbody itself uses the pure physics system of the Nvidia physics physics engine okay which is the physics engine directly from unity from Nvidia so let's press play and see what happens to our X fear automatically you can see that it falls and hits the bottom floor that's because it is quite literally a physics object because it's got gravity as well we can switch it off and on it's got mass and it has as well it gives you the opportunity to add constraints which would allow you to stop it from moving in those specific axes including rotations so you can stop its rotation from being affected by physics directly the one on the right didn't fall that's because character controller doesn't actually perform any physics at all it does calculations when you move it using unities own special movement functions to move it through objects and determine what's in front of it when you move it specifically when you move it and that's very important to understand it means when an object is flying towards this it'll bounce off the red one the red one will roll away but it'll bounce off the blue one the blue one won't even detect anything has happened what we can do with the red one to have complete physical code control scripted control over it is switch it to is kinematic now this gives us full control over the object and you can see here that it doesn't do any of its actual physics internally by itself let's see to moving those objects now here on our player grab our script and we're going to add two objects very quickly one is a rigidbody oops I wish I could spell correctly one is a rigidbody will call it sphere one and the other is a character controller which we'll call it sphere to correct controller there we go right so what we're going to do here in fact is duplicate our movement control and attach it to sphere one which is a rigidbody duplicate that and attach it to sphere to which in fact Nik requires us to access the transform directly because character controllers don't have their own position very very values switch back over make sure that they are attached to our new reference variables so sphere one and sphere two when we press play you'll see something happening we now have full movement on both of those objects the red one lags slightly we'll explain that later on but you can see even now even though they both have physics colliders on them they can still move directly through the wall now that's about the limitations that we have on the red sphere because it's a rigidbody object and it's designed to move using the actual physics engine but the one on the right the blue one it actually uses unities own clever system for moving objects and determining walls we're going to program that very simple now we use unity zone internal function it's a switch back over to your code change dot position so that it's dot move and now that's an actual function so we're not actually adding to it remove the add equals and change it into an open bracket and at the end close the bracket so you can see here by the highlighted red section that are within our move move function we're applying that movement that we looked at in the previous movement accord as well save it and switch over to the game and press play you'll see that it's exactly the same movement however there's one different the difference is that the blue one will now trace every movement every frame and determine whether there's a wall in front of it Tara he gets stuck on the wall because it can't go beyond that point again this will also work on any diagonals so you can see here we're going diagonally and we can go sideways into the wall and it slides along the edges as well it's very very useful because it does all of our movement control completely scripted but it also prevents it from moving through walls that's why we're going to use a character controller for our movement not a physics object in this case it's because we want to understand how the physics calculations are done rather than just using what is already built for us this is what we're using because we're going to control our object from script entirely we're going to program our gravity we're going to program our velocity and acceleration we're going to program in our jumps we don't want to use the physics engine for everything because that is designed primarily for realistic physics and realistic collisions bouncing friction air drag all of that kind of stuff that's the end of this video in the next video we're going to remove our red sphere and start working with actually moving our object and applying gravity moving it with a lot of physics calculations we're going to clean up our cord as well so be sure to check out the next video this one I understand was a bit boring and it was one of those videos that needed to be done because we needed to understand why we chose one object over the other thanks for watching know bye [Music] diff --git a/research/sources/nimso-transcripts/vaGn4cZsZy8.txt b/research/sources/nimso-transcripts/vaGn4cZsZy8.txt new file mode 100644 index 0000000..b59677a --- /dev/null +++ b/research/sources/nimso-transcripts/vaGn4cZsZy8.txt @@ -0,0 +1,3 @@ +# Walk-O-Motion VR Locomotion + PURE VR HAND PHYSICS! (Preparing VR for ReMod GMod remake) (vaGn4cZsZy8, 442s) + +me mmm Soni welcome back to another video today I won't be doing hey love y'all I know you're all here to see the halo VR but hey no update this well today simply because they gave me my days off from my job very very early this week so I decided I'll probably spend the one or two days I mean I've had a day to work and day messing around with the system um working on some physics yes some actual physics so you can probably see here the usuals or pick up stuff yes well done name so you just did what every five user has been doing for the past two years but no this is what you are seeing aa pure actual physics yeah so the transparent spheres are actually the tracking as you can see but the red and blue those guys are physics objects so you can see they even interact with each other they're actually physics objects they simply jointed to that with a bit of tracking as well and you can see they actually have pressure and pick up things now I can pick them up using the little springy joint that I've just designed for the grip triggers as soon as I let go later up but here's the thing the difference is of course and I've obviously thrown Walker motion into here just to move around the difference is of course that it depends on the weight of the object that's how much it affects it obviously so these are really light objects so I can leave literally just soft squeeze them in either these on the other hand and my tracking just died yep let's try and get into a space where the game can handle it there we go these on the other hand are really heavy there we go so you can see the difference here as well this thing really easy trouble this thing really easy ish to wobble this thing call movie at all compare Lee push can barely push the sofa because it is really really heavy yep I can walk into it because my body can push it just a bit but aside from that I can't really move it these things nice and heavy ish I can kind of lift them I can probably stand one up mm-hmm [Music] you can see completely physics-based so obviously you can drop something like this move it along a bit and just roll it yeah right now obviously the other thing is because these are actually jointed to my body as well and you can see it does fear off a little bit they actually have a two-way thing so not only do they get physically stopped by walls they also attached to my body and physically let me push up on them walls so you can see me here actually leaning on the green thing right that is really cool because what that means is let's just move along a bit oh by the way this vending machine really heavy yeah I can pull and just about shake it but really heavy yeah back into the tracking space the good thing is I can then take this come on there we go take this ladder now you can imagine if my grips were actually detecting edges rather than just anything right now I can physically lift the ladder complim place it there and then with the exact same physics so you can see here the same physics I can use to literally lift myself up the ladder so that's the same physics I can literally I can pull the ladder off now there we go I'm falling down there we go see so we can literally like have pure physics in there now these all these objects are the ones that I remodeled for my dream Audrey make remod if you haven't seen those videos I suggest you'd do check them out because seriously I've done quite a lot of work on there I've got a really nice buoyancy system got some really cool systems on there I've got a bit of VR grappling hook all within a gmod system I've got spawning for all of these objects they're actually not part of the game they just simply load in as with a normal property mod and that's really it I mean all I like to do is just climb around I can probably pull this thing down yeah you can see everything's a little bit springy but it all works really really well so yeah yeah I mean that's the whole thing if I lift this thing for example and you can see how the physics just works as proper physics you know I mean we can stand something there like that take this cube and move this up a little bit take this cube and put it at the bottom and then oh yeah we can do that or we kind of course lift this up completely oh yeah I really need to fix the grip system anyway but and then if we put hey you down you go there we go if we put that over there we can now quite literally climb up onto it if I could climb that was a complete mess but who cares and then obviously if we took say an object from down here like so and threw it at the edge over there and then I was to jump on that side that thing would go flying let's see if I can kick at that point really I can't make it I can't climb that high oh well that's about the whole video really just want you to mess around with this system hey I don't want to go inside the thing yeah so you can see them and I can just climb on top of it and you can see the difference in weight on these doors this thing I can barely lift whereas this thing nice and easy Oh funny thing get it to push there we go yeah that's because when the physics joints activate for the gripping they end up with no collide for the objects for a moment that's the whole video no bye diff --git a/research/sources/nimso-transcripts/vnJ3bS4MqCw.txt b/research/sources/nimso-transcripts/vnJ3bS4MqCw.txt new file mode 100644 index 0000000..ae9a4d0 --- /dev/null +++ b/research/sources/nimso-transcripts/vnJ3bS4MqCw.txt @@ -0,0 +1,3 @@ +# HYBRID LOCOMOTION - Beyond Gaming (vnJ3bS4MqCw, 648s) + +it's me named sunny welcome back to another vr video today you can see me in the vr world along with me in the vr world which is brilliant today's video takes place in this little area which i've built for testing i'm just going to do a quick pause and replay here just because the game is shuddering a bit there we go that's nice and cleaned up the issue uh now what am i doing here well today's video is about locomotion so i've just been working a little bit on the locomotion system but before i mention that i do apologize for my uh nice and messy uh apartment right now it is being lived in so you uh you have to understand it's uh it's not the most uncluttered of spaces now i actually already recorded this video just now um about a 20 minute recording so hopefully it should be shorter than that but even then the microphone on the rift was set too high and i sounded like i was shouting into an old youtube video uh talking about piracy now um now let's have a look at the locomotion system here so uh what i'm doing here is just testing a an amalgamation of all the little the locomotion systems that i've been working on at least the modes that i've been working on this little area is just a simple place to walk around in and as you can see i'm using my regular locomotion system right now which is uh based on the joysticks so here the uh the left hand joystick controls my direction uh you can see i'm putting it fully and you can see i don't move much at all it's entirely based on my movement in the real world as well now i do look a little bit funny while walking like this um on camera but uh that's okay in in game i feel perfectly fine and natural in terms of leaning most of my body weight on my left foot and then on my right foot and that's how it works by doing that you feel a bit like you're walking and that controls your locomotion speed and then as you move into a jog you actually feel like you're jogging and it makes you move faster however that is the base locomotion system that's the hybrid locomotion system by name and the intent there is for it to feel like you're walking or running around in the game world without losing the fidelity of a proper regular joystick based locomotion system so here i can control the direction perfectly correctly why because i'm using the analog stick but i also have more fidelity in terms of precise control of the speed i can choose to go slowly faster a little bit by walking and go into a jog and then go into a full speed jog excuse me i have been drinking a little bit of pepsi right now not sponsored never will be probably but there we go but that itself is is brilliant for games what about if you just wanted to walk around in the game world well i had shown something earlier on in a different in a previous video which was about hybrid exploration mode and the idea with this demo build is something that i'm going to put out this week i'm going to try and put this demo build itself out very soon but i wanted to put in all the little bits and bats to to make sure that all the options are available for you to truly test the different versions of this locomotion system and what i did is i actually amalgamated it here into this build so you can see this blue ring where i'm standing here this blue ring is i've placed it at the center of my play space or sort of the center of my play space and it decides what direction i actually walk in so what i'm going to do for now is actually put my controllers down and press that button to reactivate this hybrid accessibility not accessibility but exploration mode and you can see i can just walk around the same way as before but this time completely hands-free and that's the whole point right if i wanted to jog around this area i can do so now the thing is with this you can see i'm actually starting to move around in my play space into maybe less desirable areas in in my room in terms of just good tracking or safety problems so what i can do here i've added something uh a very simple and it is the ability to rotate uh fake rotate within the game world so all i'm doing is actually looking down tilting down by a specific amount and once below there that's the threshold here and then i simply rotate my head in a slightly sort of quickly quick fashion and that's about all i have to do it's not painful at all don't worry it doesn't feel uh stress on your neck or anything like that it's purely just looking down and turning your head it's uh it's not that not that difficult at all and if you feel like it is a bit difficult then all you have to do is look down and turn your body it's a it's just the same because of course the body's not tracked and that's the intent here the the idea is to be able to move around quite easily and feel like you're walking around without having to have those controllers the the point of not using the controllers is to give you the ability to walk around in this game world but in the simplest way possible and still have some directional control which is great so i can still walk around and choose where to go here by just simply walking around in my space i can even walk backwards if i want to like so but i don't really have to do that in a game world scenario so this could be very very simple a way of walking around in vr or just experiencing a world without the need to treat it as a game uh this is not about game level control so this is not going to be as precise as having a joystick control whether you're moving left or whether you're moving right and honestly i can actually still do that so if i wanted to i could go up to this wall touch it over here run over to the left here and touch this wall over here but uh it looks a little silly that's fine nobody ever sees you in reality unless you're on a youtube video of course um the point being though that's not what it's all about it's more about just you being able to experience the game world without the need for those controllers so if you were using for example a quest 2 this would be excellent because then you'd have hand tracking and i am actually going to try and put that as a demo out as well so i'm going to put a quest 2 build out soon it's not going to be the same as this version um when i say the same it's not going to be at the same time as this one i haven't worked on any quest to work right now yet but i'm going to do that alongside the leap motion as well so i'm going to get myself another leap motion mine is uh over in in the uk um and i'm going to attach that here so that i can do that on pc as well for non-quest builds so this demo intended to come out this week just to allow you to test all of the locomotion options that i have all in one because my main aim right now what i've been working on is to to put all of my systems into a very neat package i've got a lot more that i'm working on behind the scenes which uh which puts which all of this stuff is is relied upon to get to get right so there's more to come um of course there's a little bit of visual changes here as well i've not finished doing so there's some there's some work to go but all of this is my own textures and stuff and that's what i'm working on as well just getting things to visually look nice next up of course project tx is the focus right now i'm not working on anything else in particular these systems are of course intended to upgrade for for project tx and stuff and uh and that's about it really so this is very very simple the idea is just to be able to walk around in a vr world in fact i can literally put my hands in my pockets very much chill and walk around like so if i wanted to i can pop my phone out have a look over here unlock it with my little fingernail fingernail fingerprint uh have a look on youtube and have a look at my comments while i'm walking around in a vr forest and then switch it off put it in the pocket and carry on and go for a jog in vr and that's the intent that is the intent is to to be able to completely control everything you're doing without the need for controllers just to just to make it a very convenient system to experience a game world i've said that so many times but that's that's the idea it's not game level control this isn't replacing games locomotion systems that's not what vr is about that's not what i was going to focus always on when it comes to vr i'm not just in it for games games by themselves brilliant if i could just have vr for games i'd still love it but vr can do so much more than games and that's my focus project tx is going to come out as uh mainly as a game demo but those physics interactions can do way more than just vr gaming and once we manage to get networking to do things as high fidelity as what pre project tx is trying to do um then then we're gonna we're gonna have even more coming on uh coming from vr after that point so that's the focus right now uh thanks very much for watching this video hopefully you get a grasp of this this concept that this is not just about um about games or about the fact that there are too many boxes in my play space this is more about vr as a whole because i'm working on i i i was always going to plan on extending beyond vr vr games expanding beyond vr games the appropriate world is expanding i'm completely losing it and i think that's about right to a right point to to end this video as well so thanks very much for watching i know i look completely weird and i'm putting on the weight but uh that's what happens when you learn to cook so i shall see you in the next video thanks very much for watching see in the next one good goodbye you diff --git a/research/sources/nimso-transcripts/xknNoliE-wM.txt b/research/sources/nimso-transcripts/xknNoliE-wM.txt new file mode 100644 index 0000000..6115259 --- /dev/null +++ b/research/sources/nimso-transcripts/xknNoliE-wM.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Back to First Person! (xknNoliE-wM, 1037s) + +it's mean and welcome back to another vr video today i am going to go through a number of the things that i've done in the project dx build um just purely in first person as a bunch of people have been asking about uh first person videos i know that there's an element of it looking sort of a little bit more real when you do vr in first person i obviously use the third person camera a lot in my videos purely because i have one it's kind of uh a little bit showy i guess it's like okay i can do vr but with a third-person camera and switch it's like wow uh now in the last video i showed you some uh physics camera so we can just drop the camera on the floor i'm gonna drop it here and then go through the um the course the obstacle course uh in in first person as well as a bunch of other things that people wanted to see in first person things like the sonic ball and everything and i'll explain a bunch of things about that as well so uh let's switch over to my camera view and say goodbye to the camera goodbye camera [Music] oh yeah we should probably bring that back up um i'll drop it here where it won't fall through the ground let's hop down i missed the barrels let's switch the player skin just for some nice uh cool stuff we'll leave speed to normal and have strength strong and you can see his elbows kind of pop out a little bit so definitely a little bit of work still to do on on those things we'll grab our clampy things just to make sure we can uh get back up if we fail whoa [Music] it feels about right uh being a cat and doing a bunch of climbing things yeah all right let's swing and uh [Music] you can do it nice and quickly um with low strength you do have a little bit more trouble with the swinging because of course yeah so you'll notice that i do kind of push myself when i'm throwing my body up like this i sort of pull down uh like that and sort of launch myself again that's a physicality thing um it's a strength uh manipulator if you if you sort of use both of your hands you're gonna accelerate a little bit better yeah so if you just use one hand it'll still work because i'm in super strength mode but if i'm in low strength yeah then it's a problem and just give you a little bit of a show just sort of switching around [Music] glitchy tracking small tracking glitch there whoops oh see this is what happens when you try and use one hand [Music] of course i've become quite fast at climbing anyway but there we go let's grab one of these this time a broom hit okay let's just do it this way [Music] there we go [Music] right [Music] right this gets a little bit annoying if you have a bad start angle oh that was just about and i'm holding the other one there we go okay we're gonna have to swing quite a bit need to get back in my tracking space there we go right okay and a swing fly me time planning time slimy time [Music] and we can just sort of walk straight over this step here [Music] don't know what happened with the hand there it tried to grab onto multiple areas we can climb a little bit faster like this again if i had low strength climbing is still a problem these are all physic boxes cat boxes i love the cat block project caller down you go and up [Music] grab [Music] i have grab a balloon oh i missed bang look at that shot wait ah yeah well let's see what it looks like when you don't power it now when you do power it stepping on balloons that's fine [Music] a little bit of glitchiness when you pull on the hand yeah but uh when you've got the high strength hands it's really cool especially if you grab this for example and then you can do this these are very light objects but if you take the heavier ones you can still pull them towards you you can see i i kind of got pulled a little bit as well it sometimes pushes me forward [Music] it's really cool missed i missed again there we go oh i love doing that really makes you feel powerful and then you can just sort of pull towards the wall as well so yeah [Music] let's uh see how it feels to get boost around in first person grab one of these now you may not have noticed or you may have noticed but uh the color of the power of the boost changes when i power it up when i press the a button so this is the regular boost and then that's the high power boost when i press the button you can see it it's supposed to be a blue flame but i think i haven't modified the colors since i upgraded the project um and actually with one booster at full power you can't push yourself up unless you're on super super powered mode but there's also one cool thing about them which is that they do actually push things as well there you go you can actually use them to push things and now i'm actually actively pushing against them as well so if we go up there for example this is where things get really cool because the force that's coming off the push is actually really good for things like balloons [Music] very cool so let's fly around [Music] and if you use the right buttons at the right time you can control it pretty easily you have to know how to decelerate though of course all deceleration is handled by pushing back again like that [Music] let's go through the loop [Applause] yeah that's how you control it i don't know what that glitch was probably tracking i got it smack right and then we want to put one of these in there oh i missed the shot so what we want to do now is we'll try and climb this building [Music] now i haven't done any of the windows and stuff yet well except for these two windows [Music] and they are climbable so if i put these away there we go they're climbable this edge is not grabbable right so you just have to sort of shimmy your hand on top and then of course you can just clamp on clamp on and then ham up and then you just kind of want to pop up here and then over here [Music] and then we'll show you some launching so some people didn't fully understand why the physics of the grapple wasn't making sense uh so i can just swing naturally right this is natural but there is me pressing the a button just reel it in so here we go you see it reels in if you reel in while swinging you get a much more powerful swing because it's actually reeling you in there we go just do it right and you know what you're doing uh let's hop over here we'll try and get on top of that building yeah you'll notice that i actually shoot very very high so this essentially replaces the spiderini demo that i made but the concepts are exactly the same so you shoot a grapple you catch on but you have to shoot it really high up because gravity exists and that's something that people do have a little bit of struggle with if they're not used to playing with physics grapples and whatnot let's get back over to there [Music] and then we'll climb this last bit of the tower oh look the balloons that i shot from before there we go that was a pointless jump [Music] there we go oh at this point i am kind of leaning upside down so even with high strength mode it's kind of uh difficult let me show you how this feels in low strength mode like this is regular human strength right this is still a little bit stronger than me probably in real life but here we go [Music] well this is oh yeah of course there we go uh yeah while i'm holding things i haven't updated it properly and held objects don't get this is how it feels to climb regular speed right so this is normal strength again i can't lift up if i switch on my controls i can't lift up with one hand i have to use two hands to climb and you have to be a little bit more aware of the acceleration as well so there we go you can see the controllers shows just how much of a controlled movement i have to put in yeah from my niche to manage to manage this yeah [Music] of course it's all very easy to just oh i nearly dropped it on the floor uh it's all very easy to just go and then be like i'm climbing in the air [Music] yay for really real real and we're up hooray let's pop down there and switch [Music] we'll switch to sonic mode now just to show you exactly how that worked so here we go um we'll get speed to sonic mode with high strength just to make sure take these headphones off i'll be headphones excuse me and then here we go i'll just run around the block so it's the same system as before i'm jogging in place to actually run and uh the the just the momentum it itself actually makes things work well now of course people were wondering how does the spin ball look when you're in first person view and it looks exactly as you'd expect i'm just basically carrying on right and this is me in in spinball mode you can't see my hands i'm just controlling it directly with the analog stick all the controls are literally the same so you can see if i sort of roll around i can roll in any direction and it's it's not even first person really it's kind of third persony because the spin ball is not part of the bass player system it's just there for the fun of it let's see if i can make this hey i made the loop so there we go it doesn't turn my camera or anything it just of course i can tilt my head if i if you want i can still jump while being bold and i can switch back to normal sonic and catch onto a tree and climb a tree because hedgehogs climb trees don't they [Laughter] and then of course we can always [Music] boost our way through the world and through the loop one more time and into sonic world or whatever this is where we can carry on spinning and not make the loop because it's very difficult there we go i can't turn my head upside down but i did make the loop completely this time [Music] oh i didn't make the jump though [Music] so there you go sonic ball uh pretty pretty simple very much as you'd probably have [Music] expected and that pretty much finishes all of the first person stuff uh people did want to see how it looked so there we go if i get over to here we can end it off as eggy eggy eggman so there we go eggy egg man speed down strength down rockets on the back and a hop and a skip and a squiggly diddly do there we go lifting it up and this is how it looks when eggman sitting in his uh eggmobile there we go brilliant absolutely wonderful and that's pretty much the whole video so let's switch the camera on oops there we go where are you camera and hey that's the that's pretty much the whole video thanks very much for watching i'll see you in the next video where um i'll probably no longer be in project dx for a video a bunch of random stuff coming up and there we go thanks very much for watching i'll see you in the next one goodbye [Music] you diff --git a/research/sources/nimso-transcripts/yPsCuuNM3lM.txt b/research/sources/nimso-transcripts/yPsCuuNM3lM.txt new file mode 100644 index 0000000..a7ed58f --- /dev/null +++ b/research/sources/nimso-transcripts/yPsCuuNM3lM.txt @@ -0,0 +1,3 @@ +# PROJECT TX - Scalable VR Body & New Ragdoll System! (yPsCuuNM3lM, 1117s) + +foreign [Music] welcome back to another VR video today's video takes place in sort of the the basics of of project TX but it's not actually project ex what you're looking at is a new VR body rig so um recently of course PornHub came out from stress level zero and as I was working on a random sort of test last week on body scaling and all of that good stuff um I decided Well it kind of inspired me to finally do the things that I was putting off which is getting an anatomically correct let me let me let me pronounce that correctly anatomically correct uh character body going which also rewrite the entire VR body system because mine was relatively it was getting old right I was I was annoyed by the lack of shoulder control and all of that good stuff and this one is the new one now you'll probably notice every now and then there's a kind a bit of stutter and that's because this is running entirely in fixed update right now I've just turned the rate up a little bit High just so that it looks a little bit smooth but in reality there's no need to run it at the regular render rate because fixed update is when my physics will be running which we're going to see a little bit of right here now what you're looking at right now is a scaled version of me so there's actually two sets of rigs this one here which is the one that I'm actually playing as so you can see here the the shadows of it and this is this is me this is the actual pure user body the real person using my metrics right so my actual character metrics which is my own personal profile based on my actual scale of my my human body in reality that one there however is a different profile which is scaled based on this one to a different character which of course in this case is just my own personal self so it's it's the same values in that one so that means you can kind of use it as a mirror right which works really well not a perfect mirror it's a right hand left hand mirror and then you've got the actual same thing going on here and there in in scaled mode right so there we go you can actually see a little bit of an upgrade as well to my my system right so firstly let's look at the actual motion of it I don't know if you can have a look from this end you might be able to see a little bit better but um let's just let's just get get this review first you can see I've actually added some hip motion as well compared to what it was before it was very straight back earlier and this one looks a lot better now with a little bit of velocity and acceleration control on the hip yep really nice right it just it feels like it actually moves naturally you can probably kind of sense the feeling of legs even though I don't have like right now in the in the actual track rig right so this is all derived from the two points the controllers and the head and of course the the scaling is done relative to to my natural body now I haven't done any offsets as well so here when I touch my controllers together on my end that's fine on my my natural body shape but you can see that the shorter one can't actually make the make the scale um and the the taller one as well his arms are not big enough and of course these characters are scaled like this on purpose I've tested this with many many different shapes including like sort of wide shoulder muscles and very skinny thin and super tall and then super giant as well I've just sort of oversized I've tested it with all of the sizes like I showed in the previous video however of course this one is completely Rewritten from scratch over the past week I rewrote the um character body system I'm calling it The True Body because this is the actual real world human being tracked and and derived and calculated and then the second version which is the scaled body which is all of these three in fact uh are the scale body and then after that I've Rewritten the Ragdoll entirely as well which is now using a little bit more of an advanced system than it was in Project TX which is already pretty much super Advanced right so it's already kind of the Forefront on on the Ragdoll side but uh we'll see a little bit more so here we go you can see the shoulders are much better now right where they actually care about where the elbow is and the the arm is just about sort of pushing on the on the limits of the shoulder there right instead of as you could see in in sort of project TX when I do this the shoulder just kind of says stays straight and the arm becomes very folded up and then things get really awkward right so here we go this is now much much better right and then of course you can see it's still very fast right which is being able to control the elbow is very very important yeah there we go yeah very very important right if I switch to this camera you can just kind of see how quickly it is to to sort of uppercut you know round and then straight forward as well uh very very important that the elbows are quite direct right now they're not perfect yet I want them to be able to close up all the way down to here so a little bit of work to to be done in fact let me from first person view so I want to close the elbows up a little bit more I want them to do this right up to here as a limit so a little bit of tweaking yet to be done but so far quite nice and you can see the rotation of the body as well not necessarily terrible so there we go you can still see the chest this is my actual chest and you can see it sort of stays about right as well right whereas when I turn my body with this hand and then with the head I can turn my body as well yep a little bit of twisting as well so if I switch to this camera you'll be able to see a little bit of stretchy tilting very very nice really really good a good flexibility on the on the character body there however that's not everything of course just using a VR body is pointless when you're not actually using it for something cool so of course I've already added the ragdon like I said I rewrote the ragdoll there we go so what you're actually seeing here the characters are using the scaled ragdolls the scaled body shapes and you can see that they track very very fast so these are pure Ragdoll these are absolutely Ragdoll there's uh mostly it's mostly just running purely on their ragdoll bones so the actual spine is holding itself in its angular the elbows are holding themselves in the angular and you can see here the shape especially of Mario there who kind of has a humanoid shape the shape is kept really really well right and of course these are the actual raw tracking points right where the the actual scales and the shapes of these what you're seeing here these blue shapes and the purple head shape those are the exact shapes of the colliders that are being used for the Ragdoll so that's the actual Collision right there we go that's the actual Collision that you're seeing in fact let me switch to my camera here that's the actual Collision that you're seeing you can see that the tiny needs reshaping I'm going to actually redo this character model it looks really nice but oh there we go yeah so if I lift my arms here you can see it's definitely better than it used to be right it's it's the shoulders are now finally looking like shoulders as opposed to what they were doing in in the previous this video and and sort of recent videos Bowser has a little bit of trouble because he is the whole body structure didn't sort of meet the the requirements that I have and I haven't done any position offsets yet for the bones as well so his neck is kind of squished into his chest just because his Dimensions his overall proportions are not very anatomical right so you can see here where his neck is is a bit kind of in the wrong place here and then his head's just kind of popping out and you can see the collider is really really big as well for for that but his head shape I haven't matched whereas Mario it's a little bit closer and you can see he just kind of fits that human humanoid shape a lot better I can see the muscle shapes on the colliders need a little bit of work as well but again these are the pure colliders that you're actually looking at and then of course with the with the body matching so you can see this blue thing is just the tracking points right so this is just the calculated points whereas this guy is the Ragdoll right and that means what you're seeing is the exact like is the comparison between the Ragdoll tracking and the actual the raw points that it's trying to get to so very very fast right you can see the head needs a little bit of speed on the rotation there it's a little bit laggy there we go other than that everything else it's pretty pretty fast it's it's pretty good there there we go absolutely brilliant right so there we go you can kind of hop around obviously their feet aren't moving they just it doesn't care about the legs yet but there we go really do and then especially when you walk if I switch the characters off there we go walking looks really really right right so there we go let's see in in a more easy to work good camera you can see with the hip movement as well especially running and then stopping standing back side it's all very it's all very very nice it's all very very nice I'm I'm very very satisfied with what I've done so far um this is the new Ragdoll system it's absolutely much much better than the previous one I can generally generate I need to learn how to speak today I can generate the ragdolls with a single button and it generates based on the actual character profile so the actual shapes that you're seeing here entirely generated from one button and then I just add the character set the bones correctly and press a button to automatically generate the offsets for the rotations so again no need to correct and Orient your your bones or anything like that because obviously each rig has a different set of bone axes and everything my character model is done completely differently in a different program to how Mario was done this is from a different game to that so these are all different different character bodies with different character body axes and all of that good stuff so there's still a little bit of work to do of course which is scaling on the hand causes right let's get these uh these guys visible that scaling on the hand pauses is definitely causing trouble because you can see here my controllers are touching right so that Center Point should be touching here the center point should be touching here for Mario as well and it's not right which is the problem and that's uh that's something that well there we go wrong camera of course the center point should be touching for all characters now I'm going to work on that it just it's just going to be scaling from the shoulder point to the center and then that should that should solve that problem and then from the outside here you still want to make sure that the the actual full stretch arms are always at full stretch when you're out on the ends there no matter how long those arms are relative to the correct body of course when the character scales down you'll match Mario or scales up to match Bowser those arm lengths need to still keep their positions nicely right which is exactly what's going on here I should be able to t-pose with each character at the same time properly and then correctly move with them so there we go I know that's a bit of a short video a bit of a simple video today um but you know how it is I kind of wanted to wanted to show I wanted to get this stuff done fully right so the the ability to actually scale your characters to match an existing character bone structure so that you don't have all of those problems you can see the stuttering happening here that's purely like I said it's because it's running in fixed update it's not going to sync with the the correct frames frame rate but of course these characters no problem they are smooth and that's because they are actually interpolated like I said these are ragdolls as opposed to these which are just raw tracking points and show the shapes of the collectors at the same time the shoulder shapes do need a little bit of work as well again I custom modeled every single shape here manually making sure that they fit an anatomical model and yeah a little bit of work maybe on on the sort of squished ones maybe I'll have a second set of colliders that are just dependent on the size I want to round and out the belly collider here as well just to make sure it's not so cornerized especially when the character gets larger and then of course I want to do some offsetting and warping on the hands and then make it scale to the body as well just to make sure and then there we go we've got a new system and this is already going to make my life so much easier when working with project ex because these new ragdolls are much more capable of moving around naturally with very minimal additional work right so this is actually going to save a lot of performance per Ragdoll NPC right so again bear in mind this is all happening at the same time from one tracking rig where I'm the tracking rig and this Ragdoll is working from its own profile this Ragdoll works it from its own profile this Ragdoll works from its own profile that means I can animate one regular standard character moving around with standard animations and then just throw it onto a Mario sized character and have that as an NPC with all the same AI systems and everything and the same animation setup it'll be amazing it'll make it so easy to build new characters that are AI characters right NPCs not just the player just having a player advertise all very good and very well and good but for the most part unless you're standing in front of the mirror you you won't see the character right you just look down hey I've got a belly here I've got a belly and maybe look at your arms every now and then you hold them when you're when you're holding a gun you kind of get a feel for the fact that you have a character body there and then that's it right for the most part you're not gonna see you but what you really want to see is as many sort of customizable avatars as as NPCs the easier that I make this for me to there we go the easier that I make this for me to work with the the more the more characters I can actually build quickly and that makes my game much more likely to have a lot of more content now speaking of the game speaking of project TX uh very very soon I'll be putting up a nice demo the aim is for that to be a tech demo that contains a large amount of content and uh yeah so so so that you can actually spend some real time testing every little bit because I think one of the things about about project TX is that the Ragdoll system feels very very different to what you've played before even Bola it feels very different to that right so it's not the same thing uh again it's it's it's much more it feels completely different it's it's not even I can't really explain what the difference is it's it's the way that I've set up the physics feel uh more damped in certain areas slightly sort of weaker and stronger in certain areas movement can seem snappier and some things a little bit slower on other things and it's just the overall tweaking setup feels very much completely different like a completely different idea in in its Essence and that coupled with the hybrid Locomotion system I can assure you feels really good when you're moving around the world as well if the control setup that I've gone with I think you're going to really enjoy trying that out and testing the actual movement system as well um what's really enjoyable about it is is that that feeling of being able to just move around really quickly as well and I want to really put that out so thanks very much for watching this one I know it's a very short amount of content today but what's going on behind the scenes here took me a week and it is really cool really cool it's it's very exciting for me personally so that's all that matters right uh anyways thanks very much for watching I will see you in the next one say goodbye Bowser say goodbye Mario and then uh yeah me bye bye [Music] thank you foreign [Music] diff --git a/research/sources/nimso-transcripts/ySaSe4D7t8k.txt b/research/sources/nimso-transcripts/ySaSe4D7t8k.txt new file mode 100644 index 0000000..af48f7a --- /dev/null +++ b/research/sources/nimso-transcripts/ySaSe4D7t8k.txt @@ -0,0 +1,3 @@ +# VR SURVIVAL using PHYSICS, and PARA-GLIDING! - Re-Mod - Walk-O-Motion (ySaSe4D7t8k, 744s) + +it's me names sunni welcome back to another via our video today we are back in the remod sandbox the physics setups and stuff we are standing quite high up over here as you can see we've got some new water down there and we're down there is where we where the last video took place but today we have something quite cool this here is a hang glider with a lot of force as you lift it up and down you can move it sideways pretty easily though and of course it's entirely physics based so we can of course grab it with both of our hands here as you would with a real paraglider and then we just have to hop over the edge let's have a look one two three point it down and then as I lift it and you can see in the shadow oh I can lift me I actually get some of updraft now if I did a little bit of a boost the engine behind it so I can technically fly with it which is pretty cool let's have some fun it's a it uses the actual updraft that you care as a result to push it upwards and very slightly forward as well at the same time so you can see here I'm using the boost right now but I have also got a button to lift myself quite a bit and of course you can let go of one hand so you can quite literally fly with one or glide with one should I say and with the other crash into something else right so we can quite literally let's say grow up one of these as we know these are the superpower guns and then hold up pointing me backwards and let's go and we didn't really move much but you can see these things shoot as forward well the paraglider itself there's all the flight mechanics and you're probably wondering why is there a bunch of trees down there well that's the next thing we're getting in into today I'm gonna be working on some RPG style elements too well in within VR let's just drop this off over here where's it gone and it's fallen in the water so you can see in fact I'm going to reset while I'm shorter as you know I was testing this with a much lower height so you can see here pretty standard trees to do to do and here we go let's have a look at what RPG elements I'm talking about so here we have some really oversized axe shapes this one is pretty short this one's much longer and heavier and then I know that one this is literally just the axe head so let's have a look now what's happening here is we've got full physics based forces and when it hits the force is measured to create the thus the sort of the amount of damage to the tree so do this and you can see when I hit it hard enough we get a number flying out the top you can see I'm putting by a bit of effort into hitting it and I'm getting threes and fours and that's because of this axe head now if I take the longer axe which of course has the axe head the same mass so this is the same way except on a on a longer shaft and then wonder with what happens now you can see we get higher numbers it's much easier to actually hit and get higher numbers and you can see when we've hit a hundred we've actually chopped the wood itself now let's have a look at those numbers again five four three come on we're gonna get higher than that eleven I got a sixteen there Oh thirteen three so you can see those numbers are around the sort of tens to 20s maximum here with a much longer shaft and a slightly heavier head we got a twenty six out of that quite heavy and we've got much more you know we got much more impact in each hit twenty two and you can see we knock it down pretty quickly now this is really heavy so you can imagine if we have a much much heavier object on the end attached to remember this is a this is a sandbox this is a physics sandbox so we have the ability to attach things once this once it's done properly now I've done it preemptively here and we've attached some actual guns so you can see these are actual guns and you can see I'm shooting it actually does fire the bullets these are some actual guns all wrapped up together four of them with an axe head on the end and this will act as more weight so this is these are physically attached there's actually a physics object here and a physics object here here here here five physics objects all wobbling about right now and they all act to increase the weight of the head [Music] and you can see this act more like the shorter acts rather than just the head by itself even though we are I just hit my controllers together there we are technically using just the head up here but it's attached to some weapons which increase the mass and wobbly about quite a bit now of course we could change the way we do this and increase our speed instead which would probably cause the same results and we can do that by using this there we go we go I have a button that allows me to hover but it doesn't actually speed me up you can see that from that hit there we did actually hit I got an 11 there but yeah it's probably easier just to smack this thing now the idea is that you could technically take a rock a sharp-edged rock from anywhere imagine a survival game for example a sharp-edged or a rock let's imagine for example this here is a sharp-edged rock you could take a sharp-edged rock which by itself ain't gonna do much chopping so here this is that point in Minecraft for example where you're basically punching the wood and then when you attach it for example you find a stick and you attach it together you've increased the weight of that thing and you've got this extra distance for the actual shaft itself and as a result bang-bang did you see the tens and the twelve we've increased the mass on the end of this even though it's the same piece so hitting it by itself we barely get anything in fact I can barely even carry it to activate the numbers by hitting it with this and you can see I've just chopped down a tree this is entirely physics based this is just a log that I literally chop the tree down together and this is just a piece a piece of metal for example or a rock anything sharp and it doesn't work very well without that it's really really useful because if you had for example a weld or any form of attachment here you could attach anything to the end for example these guns and you can create yourself an axe and this is how crafting would work in VR it's so much better than who I've made an axe by using string plus wood plus stone it's just forget all of that take the actual stone take the actual shaft or wooden stick or whatever take the actual rope and physically attach them together and then actually use it to make the axe so that's the idea I mean you could use this in RPGs pretty well to make a really useful system where you can craft things physically and this is all physics based so these things can be physically attached like they are here you can see this is actually a separate object for each gun and you can tell that they're separate because here for example I'm going to show you this first gun and you can see that the bullets are clearly coming out of that one gun and if I grab the other one these are separate objects look left right left right and the shadowing in the background they're a little bit off but you can see here that they're clearly separate objects anyways let's go over there grab ourselves or glider again so now let's go over to that mountain and then I won't use the engine behind it you can see it starts chittering quite a lot my hands I've already going really fast really fast we're doing really fast my hands are already sort of flying about because this thing is teetering like mad at this point we are literally on top of a mountain in fact the games draw distance I don't know why I have a decreased up but you can see that it clearly needs increasing we are now on top of this mountain let's have a go jumping off so a little bit of height here and then we use the glider so now I'm not actually pressing any buttons right now except for grabbing onto the glider so this is all completely natural movement now I can just control it by tilting it however I want to and you can see if I lift it now we get some actual height so here we're playing sort of mario64 style flying let's see if I can without using the yes yes Moo I made it through but I'd probably run out of energy here and we're gonna go straight back in and oh I missed the water oh well that's that's the end of this video anyway that's that's just an idea I had we're using physics to actually create create the physical sort of RPG style elements survival type elements is what I actually meant that yeah makes the game really fun let's just drive around here Oh jump jump that's the end of this video and goodbye [Music] diff --git a/research/sources/nimso-transcripts/zG-l4fhRRng.txt b/research/sources/nimso-transcripts/zG-l4fhRRng.txt new file mode 100644 index 0000000..8880be1 --- /dev/null +++ b/research/sources/nimso-transcripts/zG-l4fhRRng.txt @@ -0,0 +1,3 @@ +# Walk-O-Motion VR, Hand Physics, Minecraft Swords, Ledge Detection, Grapple Hooks... (zG-l4fhRRng, 612s) + +hey LEM Soni welcome back to another via our physics demo test video thing whatever you want to call it today we will be showing back the collision physics I've gotten thrown back in yes you can actually physically lift labels and stuff if you're wondering what these white things are they are non-existent that is where the Ray casts are being done for something what is that something right let's have a look so I'm holding the triggers right now nothing is happening nothing is happening I'm not grabbing the table however I grab it at the edge I can't grab it that is because I've got edge detection on now yes you can see them they actually clip on there you go clipped on and ignore the set of swords here edge detection isn't necessary for things like this which is a sword so you can actually grab it at any angle I've had a sort of a grabby section here the blade however does not work like that it is a physics thing all complete physics so you can actually swipe with it you can't push this table along and drop it throw the sword let's get this ax over here so you can see that with both joints you get two-handed weapon weapons fling right so we've got a random sorted assorted set of weapons for attack just for fun you probably recognize the place the place is the Tuscany demo the original oculus rift demo except here you can see a few missing sections here except I've done a lot of editing on it to make it work with all of my little physics e things we also have a Minecraft sword just for the fun of it it is a nice diamond shiny color so you can see it here nice and shiny that's a swing swing and of course it's all physics these are all physics things so it actually pushes things and of course the barrels as well I can't grab them from here however I can grab them from the edges right the same applies here so I can't grab these walls look you can see that pushing on them pushes me away but I can't grab onto these pipes oops missed come on so there's no pre-existing grubby sections on any of these things nothing here is set as oh you can grab this or you can't grab this every single bit of this is completely detected by the edge detector I also made the windows physic see if I could reach oh I can't reach that one of course they work on the edge detector as well we let's just climb through the window even though there's a door right there hmm yeah didn't detect ground there the books unfortunately have no back again I did not design this scene that was designed like that the chair of course also physics the table also physics nice and hot right yeah so you can see absolutely everything is physics it's all possible and grabbable the reason the grabby system is so cool is that I don't have to pre build anything everything that is supposed to be grabbable based on real world is grabbable of course that does mean that I can grab on edges like this for now but I will fix that very soon for now it just works oops and I'm failing because all my tracking is going crazy yeah these pipes are quite hard to climb because they don't have they have like a curved edge that's causing a bit of a problem with this but I can't climb them [Music] we tracking is going crazy by the way that's because I'm using one tracker instead of more than one because I don't have much space in my room so using one it's just it's just easier so I can still push on things and climb along them like so but it's just easier to grab onto the edges and walk along so now I'm on top of the roof we've got the nice fountain I could do some water effects and whatnot soon I could easily do that it would be quite fun to see your hands just dripping with water there when you lift them out of course this is just a test scene for the fun of it was testing this here grappling-hook thing does not work out too well so even though you can't throw it over the edge this happens actually worked hmm there we go yeah so you can't pull it more than that I can't go really far oh there we go yeah that's what happens of course we can climb this rope or we can swing on it right so the best part about this is that you can climb this rope and then need to find an edge there we are that's an edge swing right under okay we're gonna have to do from there we go and now we're climbing trees it's already detected as well none of this is set as or you can grab this or you can't grab this so you can saw stacking these things and then just lift yourself and stand if I could track it properly yeah I hit my bed oh well flowers right let's just get through these little crags there go and just for fun I imported a completely random ship from from the net no textures or anything who cares this is all just yeah this is way too big look at the scale of this of course again grab the edges work perfectly I would love to drive one of these I say drive captain one of these I'd love to like work on this kind of thing instead where once I've got this system working perfectly there we go accidentally missed the edge but managed to clump onto the top of it I don't know why the frame rates are going down I have caught a gtx 1080 in this system now and we're having framerate issues yeah I've even haven't had to switch off all of the what they called particle effects in here because for some reason the particle effects in this scene are really really dodgy that is probably the whole video there's so much more I could do with these hands this is all pure physics by the way everything is attached and you can see it with when I grab the objects like this you can see there is physics on this it's able to actually push things about so you can imagine how useful that is in any game genre anyways that's that that's the end of this video goodbye diff --git a/research/vr-physics-rig-hexabody.md b/research/vr-physics-rig-hexabody.md new file mode 100644 index 0000000..661ed6c --- /dev/null +++ b/research/vr-physics-rig-hexabody.md @@ -0,0 +1,176 @@ +# Research: the Nimso / Boneworks-family physics player rig (2026-10-02) + +**Read `nimso-project-tx.md` first** — the exhaustive transcript study of Project TX (the design VR Messs +is copying). This file keeps the Boneworks/BIMOS reference (useful for room-scale reconciliation and joint +values) and the Box3D joint mapping (§4). The BIMOS locoball rig is NOT the target design: Project TX has no +ball/capsule — the player is a muscle-driven ragdoll (§6–7 below and the TX doc). + +Goal (owner): copy Nimso's VR physics character controller as closely as possible. [S] = sourced, +[I] = inference. Read before touching the player body / locomotion. + +## 1. What Nimso has published (primary sources) + +- [S] Nimso's internals are NOT documented anywhere public — no source, no write-up. The technique lives in + his YouTube videos (`youtube.com/@NimsoStudios`) and itch pages/comments. +- [S] Walk-O-Motion comments (developer replies, https://nimsostudios.itch.io/walk-o-motion-vr-with-physics/comments): + - "Half your body is a spring joint that acts as your legs" — you slide over low ledges by crouching. + - "I didn't program climbing, or pole vaulting, or rope swinging" — "side effects of physically attached + hands"; "all I did was make your hands attach things correctly to your character body". + - "there is no top speed" (jogging harder = faster); jumps are "literally just tiptoeing quickly"; + "you can use the analogue to move in air slightly"; joints "stabilised and slightly weakened … to be much + more realistic". +- [S] Hybrid Presence devlog (2019): "purely Physics based motion" → "a slight lag … between the VR Tracking + and applying motion"; a smoothing attempt made it worse, so it was reverted to direct motion; physics rate + raised to 90 Hz (https://nimsostudios.itch.io/hybrid-experimental/devlog). +- [S] HYBRID Test Chamber (https://nimsostudios.itch.io/hybrid-test-chamber-tech-demo): stick = direction, + starts slow; sway in place = faster walk; jog in place ("natural bounce frequency") = run; two-handed items + blend primary-hand rotation with secondary-hand position; "Shoulder Logic hasn't been implemented yet". +- [S] Hybrid Locomotion 2 is "the backend VR Rig and Locomotion system behind … ProjectTX"; modes Hybrid + (walk-in-place + stick direction), Accessibility (seated), Exploration (playspace-averaged steering). +- [S] Later work (Spatial Syntax article): fully physics-based body + hands, "interaction retargeting between + characters of very different sizes and strengths"; arm muscles can't lift the full body weight one-handed + and strength depends strongly on arm angle. +- [I] Everything public places Nimso in the Boneworks "hexabody" family: a physics body whose lower half is a + spring "leg", hands jointed to that body (forces flow both ways), physics-native locomotion. His + differentiators are the locomotion input layer (sway/jog detection), muscle-angle strength, proportions + retargeting, and later full active-ragdoll legs (Project TX). Those need the video extractions. + +## 2. The family's documented structure + +- [S] Boneworks player = 6 rigidbodies; Bonelab added arms + chest (11); Marrow 2 = 18 bodies, legs added, + ball removed (Brandon Laatsch, https://x.com/BrandonJLa/status/2009741997897044046). +- [S] Boneworks: movement input goes through "a highly frictionized rigidbody sphere"; collision only on hands, + head and foot-ball (https://boneworks.fandom.com/wiki/1Marrow_Interaction_Engine). +- [S] HexaBody (commercial Boneworks clone, https://cloudwalker2020.github.io/HurricaneVR-Docs/manual/hexabody/hexabody.html): + rolling locoball; crouch/jump by raising/lowering the lower ball/knee; "inverse forces applied to the player + via the Hand rigidbodies"; fender collider slightly larger than the ball stops wall-climbing; fixed-height + body with Eye Height calibration (sit mode = raise camera; stand mode = scale the tracking space). + +## 3. BIMOS — the open-source reference implementation (MIT, https://github.com/KadenZombie8/BIMOS) + +Verified by reading the source and the `[BIMOS] Player Rig.prefab` joint data (2026-10-02): + +| Body | Mass | Joint (to) | Config | +|---|---|---|---| +| LocomotionSphere | 20 kg (5 kg mid-jump) | — | rolled by SETTING angularVelocity = (moveDir rotated 90° about up) × WalkSpeed 7.5 (Run 15); maxAngularVelocity ∞; high-friction material when grounded (slope ≤ 50°), low when not; anti-roll force on slopes | +| Fender | 5 kg | Fender→Sphere | linear locked, angular free (ball joint) — bumper around the ball | +| Pelvis | 40 kg | Pelvis→Fender | ONLY Y free, limited 0.65 m; Y drive spring 80 000, damper 10 000, max 10 000 N; target = −FenderPelvisOffset (crouch: 0.2–0.55, tiptoe 0.65) = **the spring legs** | +| Head | 1 kg | Head→Pelvis | only Y free; Y drive spring 5e7 (rigid); target = pelvis.y − camera.y each tick | +| HeadCollider | 1 kg | same as Head | | +| Hands | 2 kg each | Hand→**Head** | linear LIMITED 0.67 m (reach sphere), XYZ drive spring 10 000 / damper 500 / max 5000 N; angular free with slerp drive 300 / 10 / max 100; targetPosition = controller target − head position, targetRotation = controller rotation | + +- Rig layer ignores self-collision. Physics at **144 Hz** (`Time.fixedDeltaTime = 1/144`). +- **The XR rig is PARENTED TO THE PELVIS** — the camera rides the physics body. +- **Room-scale** (`RoomScaleMovement`): each fixed step, `delta = camera.xz − rig.xz`; `MovePosition` every body + (sphere, fender, pelvis, head, and hands if grounded) by `delta`; then subtract `delta` from the camera + offset. Real walking becomes physical body motion, so walls stop it; the camera follows wherever the body + ended up. Vertical: head joint target from camera height; camera offset y from the leg compression. +- **Turning**: rotate the controller rig about the pelvis (snap 45° default / smooth). +- **Jump**: anticipation crouches the leg spring, release softens the spring by crouch depth + (`41000/crouch − 26000`) → the legs push off; legs retract/extend in air; sphere mass dropped to 5 kg in air. +- **Scale**: `rig.localScale = 1.65 / HeadsetStandingHeight` — fixed-size character, scaled tracking. + +## 4. Mapping to Godot 4.7 + Box3D (our fork) + +- [S] Box3D natively has every joint the rig needs (`.vendor/godot-box3d/box3d/include/box3d/`): + `b3PrismaticJoint` (spring hertz/damping, target translation, limits, motor) = leg/head sliders; + `b3MotorJoint` (linear/angular springs with max force/torque, retargetable via `b3Joint_SetLocalFrameA/B`) + = hand drives; `b3DistanceJoint` (length range) = 0.67 m reach sphere; `b3SphericalJoint` (cone/twist + limits, target-rotation spring, torque motor) = ball/fender and later shoulders/wrists. +- [S] The wrapper exposes only pin/hinge/slider (slider ignores springs)/cone-twist(→weld, our patch); + `Generic6DOFJoint3D` is a hard error. Godot's `Generic6DOFJoint3D` has per-axis linear/angular springs + (stiffness, damping, equilibrium point), limits and motor force limits — the ConfigurableJoint analog — + and Jolt implements it, so mapping it in the fork keeps gameplay code on standard nodes (Jolt fallback). +- [S] Wrapper supports axis locks (→ b3 motion locks), `cast_motion`, `intersect_ray`, `get_rest_info`. +- [I] Unity drive (spring k, damper c) ↔ Box3D (hertz, ζ): hertz = √(k/m)/2π, ζ = c / (2√(k·m)) using the + driven body's effective mass. BIMOS legs (k 80 000, c 10 000, ~45 kg) ≈ 6.7 Hz, ζ ≈ 2.6; hands (k 10 000, + c 500, 2 kg) ≈ 11 Hz, ζ ≈ 1.8. Box3D clamps spring hertz to ≤ ¼ of the substep rate (stable). + +## 5. Implications for VR Messs + +- Our current body is the inverse of the family design: bodies chase world-space targets and the camera is + kinematic; nothing transmits hand forces into the body. The family design makes the body the player and + the hands jointed to it — that single change is what makes walls, climbing, push-offs emerge. +- Our arm segments, grab welds, NaN hardening and spike harness carry over; PhysicsHands' world chase and + PhysicsTorso's head-chase get replaced by joint drives on the rig. + +## 6. Project TX itself — from Nimso's own video transcripts (2026-10-02) + +Method: `yt-dlp --skip-download --write-auto-subs` over the 85 physics/TX/Hybrid videos of +`@NimsoStudios` → 80 auto-caption transcripts (~184k words; scratchpad, not committed — re-pull with the +same command). Auto-captions are noisy; quotes below are his words, lightly de-garbled. NOTE: a Google-AI +summary the owner relayed claimed Nimso wrote BIMOS — false (BIMOS is KadenZombie8's A-level project); +AI summaries of his channel blend sources, prefer transcripts. + +- [S] **No locoball, no capsule — the player IS a ragdoll.** "right now the entire player system is a full + rag doll — no Collision exists outside of the rag doll" (3-DOF FULL TILT, D4SfYp2e1oI). The whole + character can rotate ("full tilt") — designed in from day one because every system must handle it. +- [S] **No IK.** "IK-Less Control" (9IDhcrzJtY4): the arm is a physics joint chain with bone/muscle limits; + the hand is driven to the tracked point and the elbow lands where the joints put it — "when my elbow + touches the wall my hand is exactly where I want it". Elbow steered by "a simple calculation" from hand + twist. Joint limits replace IK constraints. +- [S] **Three layers** (New Physics New Control 9f7Bq_R_wHs; Scalable VR Body yPsCuuNM3lM): + 1. **True Body** — from head + 2 controllers + the user's measured profile: "derived elbow positions, + logical shoulder control", chest position + rotation, hip position "with a little bit of velocity and + acceleration control on the hip". "not true IK — just a bit of extra trigonometry to decide where the + elbow is based on the shoulder and the hand". + 2. **Scaled Body** — True Body retargeted to the avatar's proportions/profile (Mario, Bowser…), scaling + from the shoulder so full stretch stays full stretch; avatar bones mapped via a profile system, offsets + auto-generated. + 3. **Ragdoll** — generated "with a single button" from the avatar profile; colliders custom-modelled + anatomical shapes; "the spine is holding itself in its angular, the elbows are holding themselves in + the angular" (joint angular drives to the scaled pose) + hands driven to tracked points. Interpolated + for rendering; everything runs in FixedUpdate. +- [S] **Strength is emergent from the joint drives**: a weight held far out can't be lifted, close to the + body it can, over the shoulder/overhead it can be held one-handed; "the elbow is no longer pushing up … + on the hand because of the wrist strength" when extended; leaning on a wall works until the arm extends. +- [S] **NPCs use the identical ragdoll** fed by animation/AI instead of tracking; stumble/balance; + "tension controls" (loose when idle) planned (Muscle based Ragdoll g84iUSVoQUI). +- [S] **Locomotion = a separate "ground control" system**; at the rewrite the ragdoll legs "just don't have + collision at the moment — I'm doing some clever work on the ground"; slopes beyond some angle can't be + climbed with no special-casing; small steps are stepped over. Camera is itself a physics collider + ("climb on the camera"). Movement direction is "hybrid": hand-directed, falling back to head-directed + when hand rotation is "illogical" (sword swings). +- [S] Feel goal: "it should never feel like a rag doll"; hands "super nice and soft"; differs from Bonelab + by tuning — "more damped in certain areas, slightly weaker and stronger in certain areas". +- [S] Joint stability trick (tutorial nArwDeA2Ko4): welded objects merged into ONE compound rigidbody with a + corrected centre of mass instead of fixed joints — kills light-on-heavy wobble. +- [S] **Procedural legs, zero animation** (New Adaptive Leg System i7F4V9K6SlU): gait is not a 50/50 step timer — + at speed both feet leave the ground (flight phase), stepping rate stays lazy while stride/lift change; + adapts to moving ground, crouch, swimming kicks, any avatar. Hip is flexible ("hip kicks out") → crawling + through tiny gaps. "there's no physics capsule or anything like that, there's no character controller object + … it's just all a ragdoll and the actual collisions happen on the character body" → leaning over tables works + because the collision is at the real hip/spine/chest. +- [S] **Tracking is a guide, never the final pose**: only the HMD camera is 1:1; hands/hips/feet are derived + targets the physics tries to reach ("you have to use the tracking as a guide system"). Even full-body + tracking wouldn't change that. Works without controllers (hand tracking) — the derivation is the system. +- [S] **Ground/leg force exists and scales with mass**: on-screen ground force ~1100 N standing, ~5000 N + spike on jump; Master Chief 430 kg, Kirby 30 kg; "it changes the mass of the character … which means the + grounding has to be stronger as well, so the leg strength is stronger"; "full physics on the ground detection"; + "not as simple as just having a ground system that simply goes down". Per-avatar leg strength → jump height + (Mario high, Grunt low), per-avatar speed. +- [S] **Avatar adaptation** (ADVANCED BODY ADAPTATION WGgPrne7Ctk): user metrics → any character; arms scaled + from a chest centre line at the shoulder point (not Bonelab's hand-pull scaling) so hands meet when real hands + meet; per-character POSE profiles (Eggman crouches by pushing the hip out, not folding the belly); colliders + match the avatar; jump by body motion (no button) in exploration mode. +- [I] **What remains unpublished**: the exact ground-control force law (support spring on the pelvis from ground + detection is the obvious reading), joint drive gains/torque budgets, the elbow "simple calculation", gait math. + These are tuning/derivation details to rebuild, not architecture. + +## 7. Architecture to build (Project-TX-faithful, Box3D) + +1. **True Body** (C#, every physics tick): head + 2 controllers + user profile → target pose for every bone + (chest pos/rot incl. crouch lean, shoulders, trig elbows steered by hand twist, hip with velocity/acceleration + lag). Our BodyRig/PhysicsArms IK + torso-yaw math is the seed. +2. **Scaled Body**: retarget to the avatar profile (placeholder boxes first; real characters later). +3. **Ragdoll player**: pelvis, spine/chest, head (collider, camera reference), upper arms, forearms, hands, + thighs, shins, feet. Joints: spherical (cone/twist limits) for shoulders/hips/wrists/neck/spine, revolute for + elbows/knees. **Muscles = per-joint angular PD via torque-capped joint motors** toward the True-Body local + rotations (hierarchical budgets) — strength emerges. Hands additionally pulled to the tracked targets with a + force-capped drive (guide only). No capsule, no ball. +4. **Ground control**: ground detection under the feet/pelvis → support force on the pelvis (leg strength ∝ + mass), horizontal movement force with acceleration limits from stick / room-scale; procedural leg targets. +5. **Camera**: HMD stays 1:1 relative to the head body; the play space follows the ragdoll (room-scale deltas + become body motion, BIMOS-style), so walls stop both stick and real walking. +Box3D needs from the fork: spherical joint with cone/twist limits + torque-capped motor (`b3SphericalJoint`), +revolute motor (already mapped via HingeJoint3D), a force-capped target drive (`b3MotorJoint`).